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/*
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
* ***** 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.
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:29:51 +00:00
/** \file blender/editors/interface/interface_handlers.c
* \ingroup edinterface
*/
#include <float.h>
#include <limits.h>
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <assert.h>
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "MEM_guardedalloc.h"
#include "DNA_brush_types.h"
#include "DNA_sensor_types.h"
#include "DNA_controller_types.h"
#include "DNA_actuator_types.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
#include "DNA_screen_types.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BLI_linklist.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BLI_string_cursor_utf8.h"
#include "BLF_translation.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "PIL_time.h"
2012-09-10 05:47:07 +00:00
#include "BKE_blender.h"
#include "BKE_brush.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_idprop.h"
#include "BKE_report.h"
#include "BKE_screen.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "BKE_texture.h"
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
#include "BKE_tracking.h"
#include "BKE_unit.h"
#include "BKE_paint.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "ED_screen.h"
#include "ED_util.h"
#include "ED_keyframing.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "UI_interface.h"
#include "BLF_api.h"
#include "interface_intern.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "RNA_access.h"
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#include "WM_api.h"
#include "WM_types.h"
/* place the mouse at the scaled down location when un-grabbing */
#define USE_CONT_MOUSE_CORRECT
2013-02-25 23:27:32 +00:00
/* support dragging toggle buttons */
#define USE_DRAG_TOGGLE
/* support dragging multiple number buttons at once */
#define USE_DRAG_MULTINUM
/* so we can avoid very small mouse-moves from jumping away from keyboard navigation [#34936] */
#define USE_KEYNAV_LIMIT
/* drag popups by their header */
#define USE_DRAG_POPUP
#define UI_MAX_PASSWORD_STR 128
/* proto */
static void ui_but_smart_controller_add(bContext *C, uiBut *from, uiBut *to);
static void ui_but_link_add(bContext *C, uiBut *from, uiBut *to);
static int ui_do_but_EXIT(bContext *C, uiBut *but, struct uiHandleButtonData *data, const wmEvent *event);
#ifdef USE_KEYNAV_LIMIT
static void ui_mouse_motion_keynav_init(struct uiKeyNavLock *keynav, const wmEvent *event);
static bool ui_mouse_motion_keynav_test(struct uiKeyNavLock *keynav, const wmEvent *event);
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/***************** structs and defines ****************/
2012-03-30 01:51:25 +00:00
#define BUTTON_TOOLTIP_DELAY 0.500
#define BUTTON_FLASH_DELAY 0.020
#define MENU_SCROLL_INTERVAL 0.1
#define PIE_MENU_INTERVAL 0.01
2012-03-30 01:51:25 +00:00
#define BUTTON_AUTO_OPEN_THRESH 0.3
#define BUTTON_MOUSE_TOWARDS_THRESH 1.0
/* pixels to move the cursor to get out of keyboard navigation */
#define BUTTON_KEYNAV_PX_LIMIT 8
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
#define MENU_TOWARDS_MARGIN 20 /* margin in pixels */
#define MENU_TOWARDS_WIGGLE_ROOM 64 /* tolerance in pixels */
typedef enum uiButtonActivateType {
BUTTON_ACTIVATE_OVER,
BUTTON_ACTIVATE,
BUTTON_ACTIVATE_APPLY,
BUTTON_ACTIVATE_TEXT_EDITING,
BUTTON_ACTIVATE_OPEN
} uiButtonActivateType;
typedef enum uiHandleButtonState {
BUTTON_STATE_INIT,
BUTTON_STATE_HIGHLIGHT,
BUTTON_STATE_WAIT_FLASH,
BUTTON_STATE_WAIT_RELEASE,
BUTTON_STATE_WAIT_KEY_EVENT,
BUTTON_STATE_NUM_EDITING,
BUTTON_STATE_TEXT_EDITING,
BUTTON_STATE_TEXT_SELECTING,
BUTTON_STATE_MENU_OPEN,
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
BUTTON_STATE_WAIT_DRAG,
BUTTON_STATE_EXIT
} uiHandleButtonState;
#ifdef USE_DRAG_MULTINUM
/* how far to drag before we check for gesture direction (in pixels),
* note: half the height of a button is about right... */
#define DRAG_MULTINUM_THRESHOLD_DRAG_X (UI_UNIT_Y / 4)
2014-08-13 08:38:16 +10:00
/* how far to drag horizontally before we stop checking which buttons the gesture spans (in pixels),
* locking down the buttons so we can drag freely without worrying about vertical movement. */
#define DRAG_MULTINUM_THRESHOLD_DRAG_Y (UI_UNIT_Y / 4)
/* how strict to be when detecting a vertical gesture, [0.5 == sloppy], [0.9 == strict], (unsigned dot-product)
* note: we should be quite strict here, since doing a vertical gesture by accident should be avoided,
* however with some care a user should be able to do a vertical movement without *missing*. */
#define DRAG_MULTINUM_THRESHOLD_VERTICAL (0.75f)
/* a simple version of uiHandleButtonData when accessing multiple buttons */
typedef struct uiButMultiState {
double origvalue;
uiBut *but;
} uiButMultiState;
typedef struct uiHandleButtonMulti {
enum {
BUTTON_MULTI_INIT_UNSET = 0, /* gesture direction unknown, wait until mouse has moved enough... */
BUTTON_MULTI_INIT_SETUP, /* vertical gesture detected, flag buttons interactively (UI_BUT_DRAG_MULTI) */
BUTTON_MULTI_INIT_ENABLE, /* flag buttons finished, apply horizontal motion to active and flagged */
BUTTON_MULTI_INIT_DISABLE, /* vertical gesture _not_ detected, take no further action */
} init;
bool has_mbuts; /* any buttons flagged UI_BUT_DRAG_MULTI */
LinkNode *mbuts;
uiButStore *bs_mbuts;
bool is_proportional;
/* before activating, we need to check gesture direction
* accumulate signed cursor movement here so we can tell if this is a vertical motion or not. */
float drag_dir[2];
/* values copied direct from event->x,y
* used to detect buttons between the current and initial mouse position */
int drag_start[2];
/* store x location once BUTTON_MULTI_INIT_SETUP is set,
* moving outside this sets BUTTON_MULTI_INIT_ENABLE */
int drag_lock_x;
} uiHandleButtonMulti;
#endif /* USE_DRAG_MULTINUM */
typedef struct uiHandleButtonData {
wmWindowManager *wm;
wmWindow *window;
ARegion *region;
bool interactive;
/* overall state */
uiHandleButtonState state;
2012-09-10 01:34:42 +00:00
int retval;
/* booleans (could be made into flags) */
bool cancel, escapecancel;
bool applied, applied_interactive;
wmTimer *flashtimer;
/* edited value */
char *str, *origstr;
double value, origvalue, startvalue;
float vec[3], origvec[3];
#if 0 /* UNUSED */
int togdual, togonly;
#endif
ColorBand *coba;
/* tooltip */
ARegion *tooltip;
wmTimer *tooltiptimer;
/* auto open */
bool used_mouse;
wmTimer *autoopentimer;
/* text selection/editing */
int maxlen, selextend;
float selstartx;
/* number editing / dragging */
/* coords are Window/uiBlock relative (depends on the button) */
int draglastx, draglasty;
int dragstartx, dragstarty;
int draglastvalue;
int dragstartvalue;
bool dragchange, draglock;
int dragsel;
float dragf, dragfstart;
CBData *dragcbd;
#ifdef USE_CONT_MOUSE_CORRECT
/* when ungrabbing buttons which are #ui_but_is_cursor_warp(), we may want to position them
* FLT_MAX signifies do-nothing, use #ui_block_to_window_fl() to get this into a usable space */
float ungrab_mval[2];
#endif
/* menu open (watch UI_screen_free_active_but) */
uiPopupBlockHandle *menu;
int menuretval;
/* search box (watch UI_screen_free_active_but) */
ARegion *searchbox;
#ifdef USE_KEYNAV_LIMIT
struct uiKeyNavLock searchbox_keynav_state;
#endif
#ifdef USE_DRAG_MULTINUM
/* Multi-buttons will be updated in unison with the active button. */
uiHandleButtonMulti multi_data;
#endif
/* post activate */
uiButtonActivateType posttype;
uiBut *postbut;
} uiHandleButtonData;
typedef struct uiAfterFunc {
struct uiAfterFunc *next, *prev;
uiButHandleFunc func;
void *func_arg1;
void *func_arg2;
uiButHandleNFunc funcN;
void *func_argN;
uiButHandleRenameFunc rename_func;
void *rename_arg1;
void *rename_orig;
uiBlockHandleFunc handle_func;
void *handle_func_arg;
int retval;
uiMenuHandleFunc butm_func;
void *butm_func_arg;
int a2;
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
wmOperatorType *optype;
int opcontext;
PointerRNA *opptr;
PointerRNA rnapoin;
PropertyRNA *rnaprop;
bContextStore *context;
char undostr[BKE_UNDO_STR_MAX];
} uiAfterFunc;
static bool ui_but_is_interactive(const uiBut *but, const bool labeledit);
static bool ui_but_contains_pt(uiBut *but, float mx, float my);
static bool ui_but_contains_point_px(ARegion *ar, uiBut *but, int x, int y);
2014-02-14 22:02:50 +11:00
static uiBut *ui_but_find_mouse_over_ex(ARegion *ar, const int x, const int y, const bool labeledit);
static uiBut *ui_but_find_mouse_over(ARegion *ar, const wmEvent *event);
static void button_activate_init(bContext *C, ARegion *ar, uiBut *but, uiButtonActivateType type);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void button_activate_state(bContext *C, uiBut *but, uiHandleButtonState state);
static void button_activate_exit(bContext *C, uiBut *but, uiHandleButtonData *data,
const bool mousemove, const bool onfree);
static int ui_handler_region_menu(bContext *C, const wmEvent *event, void *userdata);
static void ui_handle_button_activate(bContext *C, ARegion *ar, uiBut *but, uiButtonActivateType type);
static void button_timers_tooltip_remove(bContext *C, uiBut *but);
#ifdef USE_DRAG_MULTINUM
static void ui_multibut_restore(uiHandleButtonData *data, uiBlock *block);
static uiButMultiState *ui_multibut_lookup(uiHandleButtonData *data, const uiBut *but);
#endif
/* buttons clipboard */
static ColorBand but_copypaste_coba = {0};
static CurveMapping but_copypaste_curve = {0};
static bool but_copypaste_curve_alive = false;
/* ******************** menu navigation helpers ************** */
enum eSnapType {
SNAP_OFF = 0,
SNAP_ON,
SNAP_ON_SMALL,
};
static enum eSnapType ui_event_to_snap(const wmEvent *event)
{
return (event->ctrl) ? (event->shift) ? SNAP_ON_SMALL : SNAP_ON : SNAP_OFF;
}
static void ui_color_snap_hue(const enum eSnapType snap, float *r_hue)
{
const float snap_increment = (snap == SNAP_ON_SMALL) ? 24 : 12;
BLI_assert(snap != SNAP_OFF);
*r_hue = floorf(0.5f + ((*r_hue) * snap_increment)) / snap_increment;
}
/* assumes event type is MOUSEPAN */
void ui_pan_to_scroll(const wmEvent *event, int *type, int *val)
{
static int lastdy = 0;
int dy = event->prevy - event->y;
/* This event should be originally from event->type,
* converting wrong event into wheel is bad, see [#33803] */
BLI_assert(*type == MOUSEPAN);
/* sign differs, reset */
if ((dy > 0 && lastdy < 0) || (dy < 0 && lastdy > 0)) {
lastdy = dy;
}
else {
lastdy += dy;
if (ABS(lastdy) > (int)UI_UNIT_Y) {
if (U.uiflag2 & USER_TRACKPAD_NATURAL)
dy = -dy;
*val = KM_PRESS;
if (dy > 0)
*type = WHEELUPMOUSE;
else
*type = WHEELDOWNMOUSE;
lastdy = 0;
}
}
}
bool ui_but_is_editable(const uiBut *but)
{
2014-11-11 16:52:03 +01:00
return !ELEM(but->type,
UI_BTYPE_LABEL, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE,
UI_BTYPE_ROUNDBOX, UI_BTYPE_LISTBOX, UI_BTYPE_PROGRESS_BAR);
}
bool ui_but_is_editable_as_text(const uiBut *but)
{
return ELEM(but->type,
UI_BTYPE_TEXT, UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER,
UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK);
}
static uiBut *ui_but_prev(uiBut *but)
{
while (but->prev) {
2012-03-30 01:51:25 +00:00
but = but->prev;
if (ui_but_is_editable(but)) return but;
}
return NULL;
}
static uiBut *ui_but_next(uiBut *but)
{
while (but->next) {
2012-03-30 01:51:25 +00:00
but = but->next;
if (ui_but_is_editable(but)) return but;
}
return NULL;
}
static uiBut *ui_but_first(uiBlock *block)
{
uiBut *but;
2012-03-30 01:51:25 +00:00
but = block->buttons.first;
while (but) {
if (ui_but_is_editable(but)) return but;
2012-03-30 01:51:25 +00:00
but = but->next;
}
return NULL;
}
static uiBut *ui_but_last(uiBlock *block)
{
uiBut *but;
2012-03-30 01:51:25 +00:00
but = block->buttons.last;
while (but) {
if (ui_but_is_editable(but)) return but;
2012-03-30 01:51:25 +00:00
but = but->prev;
}
return NULL;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static bool ui_but_is_cursor_warp(uiBut *but)
{
if (U.uiflag & USER_CONTINUOUS_MOUSE) {
2014-11-11 16:52:03 +01:00
if (ELEM(but->type,
UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER, UI_BTYPE_HSVCIRCLE,
UI_BTYPE_TRACK_PREVIEW, UI_BTYPE_HSVCUBE, UI_BTYPE_CURVE))
{
return true;
}
}
return false;
}
static float ui_mouse_scale_warp_factor(const bool shift)
{
return shift ? 0.05f : 1.0f;
}
static void ui_mouse_scale_warp(uiHandleButtonData *data,
const float mx, const float my,
float *r_mx, float *r_my,
const bool shift)
{
const float fac = ui_mouse_scale_warp_factor(shift);
/* slow down the mouse, this is fairly picky */
*r_mx = (data->dragstartx * (1.0f - fac) + mx * fac);
*r_my = (data->dragstarty * (1.0f - fac) + my * fac);
}
/* file selectors are exempt from utf-8 checks */
bool ui_but_is_utf8(const uiBut *but)
{
if (but->rnaprop) {
2012-03-30 01:51:25 +00:00
const int subtype = RNA_property_subtype(but->rnaprop);
return !(ELEM(subtype, PROP_FILEPATH, PROP_DIRPATH, PROP_FILENAME, PROP_BYTESTRING));
}
else {
return !(but->flag & UI_BUT_NO_UTF8);
}
}
/* ********************** button apply/revert ************************/
static ListBase UIAfterFuncs = {NULL, NULL};
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static uiAfterFunc *ui_afterfunc_new(void)
{
uiAfterFunc *after;
after = MEM_callocN(sizeof(uiAfterFunc), "uiAfterFunc");
BLI_addtail(&UIAfterFuncs, after);
return after;
}
/**
* For executing operators after the button is pressed.
* (some non operator buttons need to trigger operators), see: [#37795]
*
* \note Can only call while handling buttons.
*/
PointerRNA *ui_handle_afterfunc_add_operator(wmOperatorType *ot, int opcontext, bool create_props)
{
PointerRNA *ptr = NULL;
uiAfterFunc *after = ui_afterfunc_new();
after->optype = ot;
after->opcontext = opcontext;
if (create_props) {
ptr = MEM_callocN(sizeof(PointerRNA), __func__);
WM_operator_properties_create_ptr(ptr, ot);
after->opptr = ptr;
}
return ptr;
}
static void ui_apply_but_func(bContext *C, uiBut *but)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiAfterFunc *after;
2012-03-30 01:51:25 +00:00
uiBlock *block = but->block;
/* these functions are postponed and only executed after all other
* handling is done, i.e. menus are closed, in order to avoid conflicts
* with these functions removing the buttons we are working with */
if (but->func || but->funcN || block->handle_func || but->rename_func ||
(but->type == UI_BTYPE_BUT_MENU && block->butm_func) || but->optype || but->rnaprop)
{
after = ui_afterfunc_new();
if (but->func && ELEM(but, but->func_arg1, but->func_arg2)) {
/* exception, this will crash due to removed button otherwise */
but->func(C, but->func_arg1, but->func_arg2);
}
else
2012-03-30 01:51:25 +00:00
after->func = but->func;
2012-03-30 01:51:25 +00:00
after->func_arg1 = but->func_arg1;
after->func_arg2 = but->func_arg2;
2012-03-30 01:51:25 +00:00
after->funcN = but->funcN;
after->func_argN = (but->func_argN) ? MEM_dupallocN(but->func_argN) : NULL;
2012-03-30 01:51:25 +00:00
after->rename_func = but->rename_func;
after->rename_arg1 = but->rename_arg1;
after->rename_orig = but->rename_orig; /* needs free! */
after->handle_func = block->handle_func;
after->handle_func_arg = block->handle_func_arg;
after->retval = but->retval;
if (but->type == UI_BTYPE_BUT_MENU) {
2012-03-30 01:51:25 +00:00
after->butm_func = block->butm_func;
after->butm_func_arg = block->butm_func_arg;
after->a2 = but->a2;
}
2012-03-30 01:51:25 +00:00
after->optype = but->optype;
after->opcontext = but->opcontext;
after->opptr = but->opptr;
2012-03-30 01:51:25 +00:00
after->rnapoin = but->rnapoin;
after->rnaprop = but->rnaprop;
if (but->context)
2012-03-30 01:51:25 +00:00
after->context = CTX_store_copy(but->context);
2012-03-30 01:51:25 +00:00
but->optype = NULL;
but->opcontext = 0;
but->opptr = NULL;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* typically call ui_apply_but_undo(), ui_apply_but_autokey() */
static void ui_apply_but_undo(uiBut *but)
{
uiAfterFunc *after;
if (but->flag & UI_BUT_UNDO) {
2012-03-30 01:51:25 +00:00
const char *str = NULL;
/* define which string to use for undo */
if (ELEM(but->type, UI_BTYPE_LINK, UI_BTYPE_INLINK)) str = "Add button link";
else if (but->type == UI_BTYPE_MENU) str = but->drawstr;
2012-03-30 01:51:25 +00:00
else if (but->drawstr[0]) str = but->drawstr;
else str = but->tip;
2012-03-18 07:38:51 +00:00
/* fallback, else we don't get an undo! */
if (str == NULL || str[0] == '\0') {
2012-03-30 01:51:25 +00:00
str = "Unknown Action";
}
/* delayed, after all other funcs run, popups are closed, etc */
after = ui_afterfunc_new();
BLI_strncpy(after->undostr, str, sizeof(after->undostr));
}
}
static void ui_apply_but_autokey(bContext *C, uiBut *but)
{
Scene *scene = CTX_data_scene(C);
/* try autokey */
ui_but_anim_autokey(C, but, scene, scene->r.cfra);
/* make a little report about what we've done! */
if (but->rnaprop) {
char *buf;
if (RNA_property_subtype(but->rnaprop) == PROP_PASSWORD) {
return;
}
buf = WM_prop_pystring_assign(C, &but->rnapoin, but->rnaprop, but->rnaindex);
if (buf) {
BKE_report(CTX_wm_reports(C), RPT_PROPERTY, buf);
MEM_freeN(buf);
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_INFO_REPORT, NULL);
}
}
}
static void ui_apply_but_funcs_after(bContext *C)
{
uiAfterFunc *afterf, after;
PointerRNA opptr;
ListBase funcs;
/* copy to avoid recursive calls */
2012-03-30 01:51:25 +00:00
funcs = UIAfterFuncs;
BLI_listbase_clear(&UIAfterFuncs);
2012-03-30 01:51:25 +00:00
for (afterf = funcs.first; afterf; afterf = after.next) {
after = *afterf; /* copy to avoid memleak on exit() */
BLI_freelinkN(&funcs, afterf);
if (after.context)
CTX_store_set(C, after.context);
if (after.opptr) {
/* free in advance to avoid leak on exit */
2012-03-30 01:51:25 +00:00
opptr = *after.opptr,
MEM_freeN(after.opptr);
}
if (after.optype)
WM_operator_name_call_ptr(C, after.optype, after.opcontext, (after.opptr) ? &opptr : NULL);
if (after.opptr)
WM_operator_properties_free(&opptr);
if (after.rnapoin.data)
RNA_property_update(C, &after.rnapoin, after.rnaprop);
if (after.context) {
CTX_store_set(C, NULL);
CTX_store_free(after.context);
}
if (after.func)
after.func(C, after.func_arg1, after.func_arg2);
if (after.funcN)
after.funcN(C, after.func_argN, after.func_arg2);
if (after.func_argN)
MEM_freeN(after.func_argN);
if (after.handle_func)
after.handle_func(C, after.handle_func_arg, after.retval);
if (after.butm_func)
after.butm_func(C, after.butm_func_arg, after.a2);
if (after.rename_func)
after.rename_func(C, after.rename_arg1, after.rename_orig);
if (after.rename_orig)
MEM_freeN(after.rename_orig);
if (after.undostr[0])
ED_undo_push(C, after.undostr);
}
}
static void ui_apply_but_BUT(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_BUTM(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ui_but_value_set(but, but->hardmin);
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_BLOCK(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (but->type == UI_BTYPE_MENU)
ui_but_value_set(but, data->value);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_but_update(but);
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_TOG(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
double value;
int w, lvalue, push;
value = ui_but_value_get(but);
2012-03-30 01:51:25 +00:00
lvalue = (int)value;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (but->bit) {
w = UI_BITBUT_TEST(lvalue, but->bitnr);
if (w) lvalue = UI_BITBUT_CLR(lvalue, but->bitnr);
else lvalue = UI_BITBUT_SET(lvalue, but->bitnr);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_but_value_set(but, (double)lvalue);
if (but->type == UI_BTYPE_ICON_TOGGLE || but->type == UI_BTYPE_ICON_TOGGLE_N) ui_but_update(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
2012-03-30 01:51:25 +00:00
if (value == 0.0) push = 1;
else push = 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (ELEM(but->type, UI_BTYPE_TOGGLE_N, UI_BTYPE_ICON_TOGGLE_N, UI_BTYPE_CHECKBOX_N)) push = !push;
ui_but_value_set(but, (double)push);
if (but->type == UI_BTYPE_ICON_TOGGLE || but->type == UI_BTYPE_ICON_TOGGLE_N) ui_but_update(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_ROW(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBut *bt;
ui_but_value_set(but, but->hardmax);
ui_apply_but_func(C, but);
/* states of other row buttons */
2012-03-30 01:51:25 +00:00
for (bt = block->buttons.first; bt; bt = bt->next)
if (bt != but && bt->poin == but->poin && ELEM(bt->type, UI_BTYPE_ROW, UI_BTYPE_LISTROW))
ui_but_update(bt);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_TEX(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (!data->str)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
ui_but_string_set(C, but, data->str);
ui_but_update(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* give butfunc the original text too */
/* feature used for bone renaming, channels, etc */
/* afterfunc frees origstr */
2012-03-30 01:51:25 +00:00
but->rename_orig = data->origstr;
data->origstr = NULL;
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_NUM(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (data->str) {
if (ui_but_string_set(C, but, data->str)) {
data->value = ui_but_value_get(but);
}
else {
data->cancel = true;
return;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else
ui_but_value_set(but, data->value);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_but_update(but);
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_VEC(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ui_but_v3_set(but, data->vec);
ui_but_update(but);
ui_apply_but_func(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_COLORBAND(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_apply_but_CURVE(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
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
/* ****************** drag drop code *********************** */
#ifdef USE_DRAG_MULTINUM
/* small multi-but api */
static void ui_multibut_add(uiHandleButtonData *data, uiBut *but)
{
uiButMultiState *mbut_state;
BLI_assert(but->flag & UI_BUT_DRAG_MULTI);
BLI_assert(data->multi_data.has_mbuts);
mbut_state = MEM_callocN(sizeof(*mbut_state), __func__);
mbut_state->but = but;
mbut_state->origvalue = ui_but_value_get(but);
BLI_linklist_prepend(&data->multi_data.mbuts, mbut_state);
UI_butstore_register(data->multi_data.bs_mbuts, &mbut_state->but);
}
static uiButMultiState *ui_multibut_lookup(uiHandleButtonData *data, const uiBut *but)
{
LinkNode *l;
for (l = data->multi_data.mbuts; l; l = l->next) {
uiButMultiState *mbut_state;
mbut_state = l->link;
if (mbut_state->but == but) {
return mbut_state;
}
}
return NULL;
}
static void ui_multibut_restore(uiHandleButtonData *data, uiBlock *block)
{
uiBut *but;
for (but = block->buttons.first; but; but = but->next) {
if (but->flag & UI_BUT_DRAG_MULTI) {
uiButMultiState *mbut_state = ui_multibut_lookup(data, but);
if (mbut_state) {
ui_but_value_set(but, mbut_state->origvalue);
}
}
}
}
static void ui_multibut_free(uiHandleButtonData *data, uiBlock *block)
{
BLI_linklist_freeN(data->multi_data.mbuts);
data->multi_data.mbuts = NULL;
if (data->multi_data.bs_mbuts) {
UI_butstore_free(block, data->multi_data.bs_mbuts);
data->multi_data.bs_mbuts = NULL;
}
}
static bool ui_multibut_states_tag(uiBut *but_active, uiHandleButtonData *data, const wmEvent *event)
{
uiBut *but;
float seg[2][2];
bool changed = false;
seg[0][0] = data->multi_data.drag_start[0];
seg[0][1] = data->multi_data.drag_start[1];
seg[1][0] = event->x;
seg[1][1] = event->y;
BLI_assert(data->multi_data.init == BUTTON_MULTI_INIT_SETUP);
ui_window_to_block_fl(data->region, but_active->block, &seg[0][0], &seg[0][1]);
ui_window_to_block_fl(data->region, but_active->block, &seg[1][0], &seg[1][1]);
data->multi_data.has_mbuts = false;
/* follow ui_but_find_mouse_over_ex logic */
for (but = but_active->block->buttons.first; but; but = but->next) {
bool drag_prev = false;
bool drag_curr = false;
/* re-set each time */
if (but->flag & UI_BUT_DRAG_MULTI) {
but->flag &= ~UI_BUT_DRAG_MULTI;
drag_prev = true;
}
if (ui_but_is_interactive(but, false)) {
/* drag checks */
if (but_active != but) {
if (ui_but_is_compatible(but_active, but)) {
BLI_assert(but->active == NULL);
/* finally check for overlap */
if (BLI_rctf_isect_segment(&but->rect, seg[0], seg[1])) {
but->flag |= UI_BUT_DRAG_MULTI;
data->multi_data.has_mbuts = true;
drag_curr = true;
}
}
}
}
changed |= (drag_prev != drag_curr);
}
return changed;
}
static void ui_multibut_states_create(uiBut *but_active, uiHandleButtonData *data)
{
uiBut *but;
BLI_assert(data->multi_data.init == BUTTON_MULTI_INIT_SETUP);
data->multi_data.bs_mbuts = UI_butstore_create(but_active->block);
for (but = but_active->block->buttons.first; but; but = but->next) {
if (but->flag & UI_BUT_DRAG_MULTI) {
ui_multibut_add(data, but);
}
}
/* edit buttons proportionally to eachother
* note: if we mix buttons which are proportional and others which are not,
* this may work a bit strangely */
if (but_active->rnaprop) {
if ((data->origvalue != 0.0) && (RNA_property_flag(but_active->rnaprop) & PROP_PROPORTIONAL)) {
data->multi_data.is_proportional = true;
}
}
}
static void ui_multibut_states_apply(bContext *C, uiHandleButtonData *data, uiBlock *block)
{
ARegion *ar = data->region;
const double value_delta = data->value - data->origvalue;
const double value_scale = data->multi_data.is_proportional ? (data->value / data->origvalue) : 0.0;
uiBut *but;
BLI_assert(data->multi_data.init == BUTTON_MULTI_INIT_ENABLE);
for (but = block->buttons.first; but; but = but->next) {
if (but->flag & UI_BUT_DRAG_MULTI) {
/* mbut_states for delta */
uiButMultiState *mbut_state = ui_multibut_lookup(data, but);
if (mbut_state) {
void *active_back;
ui_but_execute_begin(C, ar, but, &active_back);
BLI_assert(active_back == NULL);
/* no need to check 'data->state' here */
if (data->str) {
/* entering text (set all) */
but->active->value = data->value;
ui_but_string_set(C, but, data->str);
}
else {
/* dragging (use delta) */
if (data->multi_data.is_proportional) {
but->active->value = mbut_state->origvalue * value_scale;
}
else {
but->active->value = mbut_state->origvalue + value_delta;
}
/* clamp based on soft limits, see: T40154 */
CLAMP(but->active->value, (double)but->softmin, (double)but->softmax);
}
ui_but_execute_end(C, ar, but, active_back);
}
else {
/* highly unlikely */
printf("%s: cant find button\n", __func__);
}
/* end */
}
}
}
#endif /* USE_DRAG_MULTINUM */
#ifdef USE_DRAG_TOGGLE
typedef struct uiDragToggleHandle {
/* init */
bool is_init;
bool is_set;
float but_cent_start[2];
eButType but_type_start;
bool xy_lock[2];
int xy_init[2];
int xy_last[2];
} uiDragToggleHandle;
static bool ui_drag_toggle_set_xy_xy(bContext *C, ARegion *ar, const bool is_set, const eButType but_type_start,
const int xy_src[2], const int xy_dst[2])
{
/* popups such as layers won't re-evaluate on redraw */
const bool do_check = (ar->regiontype == RGN_TYPE_TEMPORARY);
bool changed = false;
uiBlock *block;
for (block = ar->uiblocks.first; block; block = block->next) {
uiBut *but;
float xy_a_block[2] = {UNPACK2(xy_src)};
float xy_b_block[2] = {UNPACK2(xy_dst)};
ui_window_to_block_fl(ar, block, &xy_a_block[0], &xy_a_block[1]);
ui_window_to_block_fl(ar, block, &xy_b_block[0], &xy_b_block[1]);
for (but = block->buttons.first; but; but = but->next) {
/* Note: ctrl is always true here because (at least for now) we always want to consider text control
* in this case, even when not embossed. */
if (ui_but_is_interactive(but, true)) {
if (BLI_rctf_isect_segment(&but->rect, xy_a_block, xy_b_block)) {
/* execute the button */
if (ui_but_is_bool(but) && but->type == but_type_start) {
/* is it pressed? */
bool is_set_but = ui_but_is_pushed(but);
BLI_assert(ui_but_is_bool(but) == true);
if (is_set_but != is_set) {
UI_but_execute(C, but);
if (do_check) {
ui_but_update(but);
}
changed = true;
}
}
/* done */
}
}
}
}
return changed;
}
static void ui_drag_toggle_set(bContext *C, uiDragToggleHandle *drag_info, const int xy_input[2])
{
ARegion *ar = CTX_wm_region(C);
bool do_draw = false;
int xy[2];
/**
* Initialize Locking:
*
* Check if we need to initialize the lock axis by finding if the first
* button we mouse over is X or Y aligned, then lock the mouse to that axis after.
*/
if (drag_info->is_init == false) {
/* first store the buttons original coords */
uiBut *but = ui_but_find_mouse_over_ex(ar, xy_input[0], xy_input[1], true);
if (but) {
if (but->flag & UI_BUT_DRAG_LOCK) {
const float but_cent_new[2] = {BLI_rctf_cent_x(&but->rect),
BLI_rctf_cent_y(&but->rect)};
/* check if this is a different button, chances are high the button wont move about :) */
if (len_manhattan_v2v2(drag_info->but_cent_start, but_cent_new) > 1.0f) {
if (fabsf(drag_info->but_cent_start[0] - but_cent_new[0]) <
fabsf(drag_info->but_cent_start[1] - but_cent_new[1]))
{
drag_info->xy_lock[0] = true;
}
else {
drag_info->xy_lock[1] = true;
}
drag_info->is_init = true;
}
}
else {
drag_info->is_init = true;
}
}
}
/* done with axis locking */
xy[0] = (drag_info->xy_lock[0] == false) ? xy_input[0] : drag_info->xy_last[0];
xy[1] = (drag_info->xy_lock[1] == false) ? xy_input[1] : drag_info->xy_last[1];
/* touch all buttons between last mouse coord and this one */
do_draw = ui_drag_toggle_set_xy_xy(C, ar, drag_info->is_set, drag_info->but_type_start, drag_info->xy_last, xy);
if (do_draw) {
ED_region_tag_redraw(ar);
}
copy_v2_v2_int(drag_info->xy_last, xy);
}
static void ui_handler_region_drag_toggle_remove(bContext *UNUSED(C), void *userdata)
{
uiDragToggleHandle *drag_info = userdata;
MEM_freeN(drag_info);
}
static int ui_handler_region_drag_toggle(bContext *C, const wmEvent *event, void *userdata)
{
uiDragToggleHandle *drag_info = userdata;
bool done = false;
switch (event->type) {
case LEFTMOUSE:
{
if (event->val != KM_PRESS) {
done = true;
}
break;
}
case MOUSEMOVE:
{
ui_drag_toggle_set(C, drag_info, &event->x);
break;
}
}
if (done) {
wmWindow *win = CTX_wm_window(C);
ARegion *ar = CTX_wm_region(C);
uiBut *but = ui_but_find_mouse_over_ex(ar, drag_info->xy_init[0], drag_info->xy_init[1], true);
if (but) {
ui_apply_but_undo(but);
}
WM_event_remove_ui_handler(&win->modalhandlers,
ui_handler_region_drag_toggle,
ui_handler_region_drag_toggle_remove,
drag_info, false);
ui_handler_region_drag_toggle_remove(C, drag_info);
WM_event_add_mousemove(C);
return WM_UI_HANDLER_BREAK;
}
else {
return WM_UI_HANDLER_CONTINUE;
}
}
static bool ui_but_is_drag_toggle(const uiBut *but)
{
return ((ui_but_is_bool(but) == true) &&
/* menu check is importnt so the button dragged over isn't removed instantly */
(ui_block_is_menu(but->block) == false));
}
#endif /* USE_DRAG_TOGGLE */
static bool ui_but_contains_point_px_icon(uiBut *but, ARegion *ar, const wmEvent *event)
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
{
rcti rect;
2012-03-30 01:51:25 +00:00
int x = event->x, y = event->y;
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
ui_window_to_block(ar, but->block, &x, &y);
BLI_rcti_rctf_copy(&rect, &but->rect);
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
if (but->imb || but->type == UI_BTYPE_COLOR) {
2012-10-07 09:48:59 +00:00
/* use button size itself */
}
else if (but->drawflag & UI_BUT_ICON_LEFT) {
rect.xmax = rect.xmin + (BLI_rcti_size_y(&rect));
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
}
else {
int delta = BLI_rcti_size_x(&rect) - BLI_rcti_size_y(&rect);
2012-03-30 01:51:25 +00:00
rect.xmin += delta / 2;
rect.xmax -= delta / 2;
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
}
return BLI_rcti_isect_pt(&rect, x, y);
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
}
static bool ui_but_drag_init(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
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
{
/* prevent other WM gestures to start while we try to drag */
WM_gestures_remove(C);
2012-03-30 01:51:25 +00:00
if (ABS(data->dragstartx - event->x) + ABS(data->dragstarty - event->y) > U.dragthreshold) {
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
button_activate_state(C, but, BUTTON_STATE_EXIT);
data->cancel = true;
2013-02-25 23:27:32 +00:00
#ifdef USE_DRAG_TOGGLE
if (ui_but_is_bool(but)) {
uiDragToggleHandle *drag_info = MEM_callocN(sizeof(*drag_info), __func__);
ARegion *ar_prev;
/* call here because regular mouse-up event wont run,
* typically 'button_activate_exit()' handles this */
ui_apply_but_autokey(C, but);
drag_info->is_set = ui_but_is_pushed(but);
drag_info->but_cent_start[0] = BLI_rctf_cent_x(&but->rect);
drag_info->but_cent_start[1] = BLI_rctf_cent_y(&but->rect);
drag_info->but_type_start = but->type;
copy_v2_v2_int(drag_info->xy_init, &event->x);
copy_v2_v2_int(drag_info->xy_last, &event->x);
/* needed for toggle drag on popups */
ar_prev = CTX_wm_region(C);
CTX_wm_region_set(C, data->region);
WM_event_add_ui_handler(C, &data->window->modalhandlers,
ui_handler_region_drag_toggle,
ui_handler_region_drag_toggle_remove,
drag_info, false);
CTX_wm_region_set(C, ar_prev);
}
2013-02-25 23:27:32 +00:00
else
#endif
if (but->type == UI_BTYPE_COLOR) {
bool valid = false;
uiDragColorHandle *drag_info = MEM_callocN(sizeof(*drag_info), __func__);
/* TODO support more button pointer types */
if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR_GAMMA) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, drag_info->color);
drag_info->gamma_corrected = true;
valid = true;
}
else if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, drag_info->color);
drag_info->gamma_corrected = false;
valid = true;
}
else if (but->pointype == UI_BUT_POIN_FLOAT) {
copy_v3_v3(drag_info->color, (float *)but->poin);
valid = true;
}
else if (but->pointype == UI_BUT_POIN_CHAR) {
rgb_uchar_to_float(drag_info->color, (unsigned char *)but->poin);
valid = true;
}
if (valid) {
WM_event_start_drag(C, ICON_COLOR, WM_DRAG_COLOR, drag_info, 0.0, WM_DRAG_FREE_DATA);
}
else {
MEM_freeN(drag_info);
return false;
}
}
else {
wmDrag *drag;
drag = WM_event_start_drag(C, but->icon, but->dragtype, but->dragpoin, ui_but_value_get(but), WM_DRAG_NOP);
if (but->imb)
WM_event_drag_image(drag, but->imb, but->imb_scale, BLI_rctf_size_x(&but->rect), BLI_rctf_size_y(&but->rect));
}
return true;
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
}
return false;
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
}
/* ********************** linklines *********************** */
static void ui_linkline_remove_active(uiBlock *block)
{
uiBut *but;
uiLink *link;
uiLinkLine *line, *nline;
int a, b;
2012-09-10 01:34:42 +00:00
for (but = block->buttons.first; but; but = but->next) {
if (but->type == UI_BTYPE_LINK && but->link) {
2012-09-10 01:34:42 +00:00
for (line = but->link->lines.first; line; line = nline) {
2012-03-30 01:51:25 +00:00
nline = line->next;
if (line->flag & UI_SELECT) {
BLI_remlink(&but->link->lines, line);
2012-03-30 01:51:25 +00:00
link = line->from->link;
/* are there more pointers allowed? */
if (link->ppoin) {
2012-03-30 01:51:25 +00:00
if (*(link->totlink) == 1) {
*(link->totlink) = 0;
MEM_freeN(*(link->ppoin));
2012-03-30 01:51:25 +00:00
*(link->ppoin) = NULL;
}
else {
2012-03-30 01:51:25 +00:00
b = 0;
for (a = 0; a < (*(link->totlink)); a++) {
if ((*(link->ppoin))[a] != line->to->poin) {
2012-03-30 01:51:25 +00:00
(*(link->ppoin))[b] = (*(link->ppoin))[a];
b++;
}
}
(*(link->totlink))--;
}
}
else {
2012-03-30 01:51:25 +00:00
*(link->poin) = NULL;
}
MEM_freeN(line);
}
}
}
}
}
static uiLinkLine *ui_but_find_link(uiBut *from, uiBut *to)
{
uiLinkLine *line;
uiLink *link;
2012-03-30 01:51:25 +00:00
link = from->link;
if (link) {
2012-09-10 01:34:42 +00:00
for (line = link->lines.first; line; line = line->next) {
if (line->from == from && line->to == to) {
return line;
}
}
}
return NULL;
}
/* XXX BAD BAD HACK, fixme later **************** */
/* Try to add an AND Controller between the sensor and the actuator logic bricks and to connect them all */
static void ui_but_smart_controller_add(bContext *C, uiBut *from, uiBut *to)
{
2012-03-30 01:51:25 +00:00
Object *ob = NULL;
bSensor *sens_iter;
bActuator *act_to, *act_iter;
bController *cont;
bController ***sens_from_links;
uiBut *tmp_but;
2012-03-30 01:51:25 +00:00
uiLink *link = from->link;
PointerRNA props_ptr, object_ptr;
if (link->ppoin)
2012-03-30 01:51:25 +00:00
sens_from_links = (bController ***)(link->ppoin);
else return;
act_to = (bActuator *)(to->poin);
/* (1) get the object */
CTX_DATA_BEGIN (C, Object *, ob_iter, selected_editable_objects)
{
for (sens_iter = ob_iter->sensors.first; sens_iter; sens_iter = sens_iter->next) {
if (&(sens_iter->links) == sens_from_links) {
2012-03-30 01:51:25 +00:00
ob = ob_iter;
break;
}
}
if (ob) break;
} CTX_DATA_END;
if (!ob) return;
/* (2) check if the sensor and the actuator are from the same object */
2012-03-30 01:51:25 +00:00
for (act_iter = ob->actuators.first; act_iter; act_iter = (bActuator *)act_iter->next) {
if (act_iter == act_to)
break;
}
2012-07-07 22:51:57 +00:00
/* only works if the sensor and the actuator are from the same object */
if (!act_iter) return;
/* in case the linked controller is not the active one */
RNA_pointer_create((ID *)ob, &RNA_Object, ob, &object_ptr);
WM_operator_properties_create(&props_ptr, "LOGIC_OT_controller_add");
RNA_string_set(&props_ptr, "object", ob->id.name + 2);
/* (3) add a new controller */
if (WM_operator_name_call(C, "LOGIC_OT_controller_add", WM_OP_EXEC_DEFAULT, &props_ptr) & OPERATOR_FINISHED) {
cont = (bController *)ob->controllers.last;
cont->type = CONT_LOGIC_AND; /* Quick fix to make sure we always have an AND controller. It might be nicer to make sure the operator gives us the right one though... */
/* (4) link the sensor->controller->actuator */
tmp_but = MEM_callocN(sizeof(uiBut), "uiBut");
UI_but_link_set(tmp_but, (void **)&cont, (void ***)&(cont->links), &(cont->totlinks), from->link->tocode, (int)to->hardmin);
2012-03-30 01:51:25 +00:00
tmp_but->hardmin = from->link->tocode;
tmp_but->poin = (char *)cont;
tmp_but->type = UI_BTYPE_INLINK;
ui_but_link_add(C, from, tmp_but);
tmp_but->type = UI_BTYPE_LINK;
ui_but_link_add(C, tmp_but, to);
/* (5) garbage collection */
MEM_freeN(tmp_but->link);
MEM_freeN(tmp_but);
}
WM_operator_properties_free(&props_ptr);
}
static void ui_but_link_add(bContext *C, uiBut *from, uiBut *to)
{
/* in 'from' we have to add a link to 'to' */
uiLink *link;
uiLinkLine *line;
void **oldppoin;
int a;
if ((line = ui_but_find_link(from, to))) {
line->flag |= UI_SELECT;
ui_linkline_remove_active(from->block);
return;
}
if (from->type == UI_BTYPE_INLINK && to->type == UI_BTYPE_INLINK) {
return;
}
else if (from->type == UI_BTYPE_LINK && to->type == UI_BTYPE_INLINK) {
2012-03-30 01:51:25 +00:00
if (from->link->tocode != (int)to->hardmin) {
ui_but_smart_controller_add(C, from, to);
return;
}
}
else if (from->type == UI_BTYPE_INLINK && to->type == UI_BTYPE_LINK) {
2012-03-30 01:51:25 +00:00
if (to->link->tocode == (int)from->hardmin) {
return;
}
}
2012-03-30 01:51:25 +00:00
link = from->link;
/* are there more pointers allowed? */
if (link->ppoin) {
2012-03-30 01:51:25 +00:00
oldppoin = *(link->ppoin);
(*(link->totlink))++;
2012-03-30 01:51:25 +00:00
*(link->ppoin) = MEM_callocN(*(link->totlink) * sizeof(void *), "new link");
2012-03-30 01:51:25 +00:00
for (a = 0; a < (*(link->totlink)) - 1; a++) {
(*(link->ppoin))[a] = oldppoin[a];
}
2012-03-30 01:51:25 +00:00
(*(link->ppoin))[a] = to->poin;
if (oldppoin) MEM_freeN(oldppoin);
}
else {
2012-03-30 01:51:25 +00:00
*(link->poin) = to->poin;
}
}
static void ui_apply_but_LINK(bContext *C, uiBut *but, uiHandleButtonData *data)
{
2012-03-30 01:51:25 +00:00
ARegion *ar = CTX_wm_region(C);
uiBut *bt;
2012-03-30 01:51:25 +00:00
for (bt = but->block->buttons.first; bt; bt = bt->next) {
if (ui_but_contains_point_px(ar, bt, but->linkto[0] + ar->winrct.xmin, but->linkto[1] + ar->winrct.ymin) )
break;
}
2012-03-30 01:51:25 +00:00
if (bt && bt != but) {
if (!ELEM(bt->type, UI_BTYPE_LINK, UI_BTYPE_INLINK) || !ELEM(but->type, UI_BTYPE_LINK, UI_BTYPE_INLINK))
return;
if (but->type == UI_BTYPE_LINK) ui_but_link_add(C, but, bt);
else ui_but_link_add(C, bt, but);
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
}
data->applied = true;
}
static void ui_apply_but_IMAGE(bContext *C, uiBut *but, uiHandleButtonData *data)
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
}
static void ui_apply_but_HISTOGRAM(bContext *C, uiBut *but, uiHandleButtonData *data)
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
}
static void ui_apply_but_WAVEFORM(bContext *C, uiBut *but, uiHandleButtonData *data)
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
static void ui_apply_but_TRACKPREVIEW(bContext *C, uiBut *but, uiHandleButtonData *data)
{
ui_apply_but_func(C, but);
2012-03-30 01:51:25 +00:00
data->retval = but->retval;
data->applied = true;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
static void ui_apply_but(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const bool interactive)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
char *editstr;
double *editval;
float *editvec;
ColorBand *editcoba;
CurveMapping *editcumap;
2012-03-30 01:51:25 +00:00
data->retval = 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* if we cancel and have not applied yet, there is nothing to do,
* otherwise we have to restore the original value again */
if (data->cancel) {
if (!data->applied)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
if (data->str) MEM_freeN(data->str);
2012-03-30 01:51:25 +00:00
data->str = data->origstr;
data->origstr = NULL;
data->value = data->origvalue;
data->origvalue = 0.0;
copy_v3_v3(data->vec, data->origvec);
2012-03-30 01:51:25 +00:00
data->origvec[0] = data->origvec[1] = data->origvec[2] = 0.0f;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
/* we avoid applying interactive edits a second time
* at the end with the appliedinteractive flag */
2012-09-10 01:34:42 +00:00
if (interactive) {
data->applied_interactive = true;
2012-09-10 01:34:42 +00:00
}
else if (data->applied_interactive) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
2012-09-10 01:34:42 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* ensures we are writing actual values */
2012-03-30 01:51:25 +00:00
editstr = but->editstr;
editval = but->editval;
editvec = but->editvec;
editcoba = but->editcoba;
editcumap = but->editcumap;
but->editstr = NULL;
but->editval = NULL;
but->editvec = NULL;
but->editcoba = NULL;
but->editcumap = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* handle different types */
2012-03-30 01:51:25 +00:00
switch (but->type) {
case UI_BTYPE_BUT:
ui_apply_but_BUT(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_TEXT:
case UI_BTYPE_SEARCH_MENU_UNLINK:
case UI_BTYPE_SEARCH_MENU:
ui_apply_but_TEX(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_BUT_TOGGLE:
case UI_BTYPE_TOGGLE:
case UI_BTYPE_TOGGLE_N:
case UI_BTYPE_ICON_TOGGLE:
case UI_BTYPE_ICON_TOGGLE_N:
case UI_BTYPE_CHECKBOX:
case UI_BTYPE_CHECKBOX_N:
ui_apply_but_TOG(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_ROW:
case UI_BTYPE_LISTROW:
ui_apply_but_ROW(C, block, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_SCROLL:
case UI_BTYPE_GRIP:
case UI_BTYPE_NUM:
case UI_BTYPE_NUM_SLIDER:
ui_apply_but_NUM(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_MENU:
case UI_BTYPE_BLOCK:
case UI_BTYPE_PULLDOWN:
ui_apply_but_BLOCK(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_COLOR:
2012-04-21 12:51:47 +00:00
if (data->cancel)
ui_apply_but_VEC(C, but, data);
else
ui_apply_but_BLOCK(C, but, data);
break;
case UI_BTYPE_BUT_MENU:
ui_apply_but_BUTM(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_UNITVEC:
case UI_BTYPE_HSVCUBE:
case UI_BTYPE_HSVCIRCLE:
ui_apply_but_VEC(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_COLORBAND:
ui_apply_but_COLORBAND(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_CURVE:
ui_apply_but_CURVE(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_KEY_EVENT:
case UI_BTYPE_HOTKEY_EVENT:
ui_apply_but_BUT(C, but, data);
break;
case UI_BTYPE_LINK:
case UI_BTYPE_INLINK:
ui_apply_but_LINK(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_IMAGE:
ui_apply_but_IMAGE(C, but, data);
break;
case UI_BTYPE_HISTOGRAM:
ui_apply_but_HISTOGRAM(C, but, data);
break;
case UI_BTYPE_WAVEFORM:
ui_apply_but_WAVEFORM(C, but, data);
break;
case UI_BTYPE_TRACK_PREVIEW:
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
ui_apply_but_TRACKPREVIEW(C, but, data);
break;
default:
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
#ifdef USE_DRAG_MULTINUM
if (data->multi_data.has_mbuts) {
if (data->multi_data.init == BUTTON_MULTI_INIT_ENABLE) {
if (data->cancel) {
ui_multibut_restore(data, block);
}
else {
ui_multibut_states_apply(C, data, block);
}
}
}
#endif
2012-03-30 01:51:25 +00:00
but->editstr = editstr;
but->editval = editval;
but->editvec = editvec;
but->editcoba = editcoba;
but->editcumap = editcumap;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
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
/* ******************* drop event ******************** */
/* only call if event type is EVT_DROP */
static void ui_but_drop(bContext *C, const wmEvent *event, uiBut *but, uiHandleButtonData *data)
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
{
wmDrag *wmd;
2012-03-30 01:51:25 +00:00
ListBase *drags = event->customdata; /* drop event type has listbase customdata by default */
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
2012-03-30 01:51:25 +00:00
for (wmd = drags->first; wmd; wmd = wmd->next) {
if (wmd->type == WM_DRAG_ID) {
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
/* align these types with UI_but_active_drop_name */
if (ELEM(but->type, UI_BTYPE_TEXT, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
2012-03-30 01:51:25 +00:00
ID *id = (ID *)wmd->poin;
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
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-03-30 01:51:25 +00:00
BLI_strncpy(data->str, id->name + 2, data->maxlen);
if (ELEM(but->type, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
but->changed = true;
ui_searchbox_update(C, data->searchbox, but, true);
}
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
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* ******************* copy and paste ******************** */
/* c = copy, v = paste */
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_but_copy_paste(bContext *C, uiBut *but, uiHandleButtonData *data, char mode)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int buf_paste_len = 0;
const char *buf_paste = "";
bool buf_paste_alloc = false;
if (mode == 'v' && but->lock == true) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (mode == 'c') {
/* disallow copying from any passwords */
if (but->rnaprop && (RNA_property_subtype(but->rnaprop) == PROP_PASSWORD)) {
return;
}
}
2012-03-30 01:51:25 +00:00
if (mode == 'v') {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* extract first line from clipboard in case of multi-line copies */
const char *buf_paste_test;
buf_paste_test = WM_clipboard_text_get_firstline(false, &buf_paste_len);
if (buf_paste_test) {
buf_paste = buf_paste_test;
buf_paste_alloc = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* No return from here down */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* numeric value */
if (ELEM(but->type, UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-10-07 09:48:59 +00:00
if (but->poin == NULL && but->rnapoin.data == NULL) {
/* pass */
}
2012-03-30 01:51:25 +00:00
else if (mode == 'c') {
/* Get many decimal places, then strip trailing zeros.
* note: too high values start to give strange results (6 or so is ok) */
char buf_copy[UI_MAX_DRAW_STR];
ui_but_string_get_ex(but, buf_copy, sizeof(buf_copy), 6);
BLI_str_rstrip_float_zero(buf_copy, '\0');
WM_clipboard_text_set(buf_copy, 0);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
double val;
if (ui_but_string_set_eval_num(C, but, buf_paste, &val)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
data->value = val;
ui_but_string_set(C, but, buf_paste);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
/* NORMAL button */
else if (but->type == UI_BTYPE_UNITVEC) {
float xyz[3];
if (but->poin == NULL && but->rnapoin.data == NULL) {
/* pass */
}
else if (mode == 'c') {
char buf_copy[UI_MAX_DRAW_STR];
ui_but_v3_get(but, xyz);
BLI_snprintf(buf_copy, sizeof(buf_copy), "[%f, %f, %f]", xyz[0], xyz[1], xyz[2]);
WM_clipboard_text_set(buf_copy, 0);
}
else {
if (sscanf(buf_paste, "[%f, %f, %f]", &xyz[0], &xyz[1], &xyz[2]) == 3) {
if (normalize_v3(xyz) == 0.0f) {
/* better set Z up then have a zero vector */
xyz[2] = 1.0;
}
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
ui_but_v3_set(but, xyz);
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* RGB triple */
else if (but->type == UI_BTYPE_COLOR) {
float rgba[4];
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-10-07 09:48:59 +00:00
if (but->poin == NULL && but->rnapoin.data == NULL) {
/* pass */
}
2012-03-30 01:51:25 +00:00
else if (mode == 'c') {
char buf_copy[UI_MAX_DRAW_STR];
if (but->rnaprop && RNA_property_array_length(&but->rnapoin, but->rnaprop) == 4)
rgba[3] = RNA_property_float_get_index(&but->rnapoin, but->rnaprop, 3);
else
rgba[3] = 1.0f;
ui_but_v3_get(but, rgba);
/* convert to linear color to do compatible copy between gamma and non-gamma */
if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR_GAMMA)
srgb_to_linearrgb_v3_v3(rgba, rgba);
BLI_snprintf(buf_copy, sizeof(buf_copy), "[%f, %f, %f, %f]", rgba[0], rgba[1], rgba[2], rgba[3]);
WM_clipboard_text_set(buf_copy, 0);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
if (sscanf(buf_paste, "[%f, %f, %f, %f]", &rgba[0], &rgba[1], &rgba[2], &rgba[3]) == 4) {
/* assume linear colors in buffer */
if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR_GAMMA)
linearrgb_to_srgb_v3_v3(rgba, rgba);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
ui_but_v3_set(but, rgba);
if (but->rnaprop && RNA_property_array_length(&but->rnapoin, but->rnaprop) == 4)
RNA_property_float_set_index(&but->rnapoin, but->rnaprop, 3, rgba[3]);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
/* text/string and ID data */
else if (ELEM(but->type, UI_BTYPE_TEXT, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
2012-03-30 01:51:25 +00:00
uiHandleButtonData *active_data = but->active;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-10-07 09:48:59 +00:00
if (but->poin == NULL && but->rnapoin.data == NULL) {
/* pass */
}
2012-03-30 01:51:25 +00:00
else if (mode == 'c') {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
WM_clipboard_text_set(active_data->str, 0);
active_data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else {
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
if (ui_but_is_utf8(but))
BLI_strncpy_utf8(active_data->str, buf_paste, active_data->maxlen);
else
BLI_strncpy(active_data->str, buf_paste, active_data->maxlen);
if (ELEM(but->type, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
/* else uiSearchboxData.active member is not updated [#26856] */
but->changed = true;
ui_searchbox_update(C, data->searchbox, but, true);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
/* colorband (not supported by system clipboard) */
else if (but->type == UI_BTYPE_COLORBAND) {
2012-03-30 01:51:25 +00:00
if (mode == 'c') {
if (but->poin != NULL) {
memcpy(&but_copypaste_coba, but->poin, sizeof(ColorBand));
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
if (but_copypaste_coba.tot != 0) {
if (!but->poin)
but->poin = MEM_callocN(sizeof(ColorBand), "colorband");
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
memcpy(data->coba, &but_copypaste_coba, sizeof(ColorBand));
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else if (but->type == UI_BTYPE_CURVE) {
if (mode == 'c') {
if (but->poin != NULL) {
but_copypaste_curve_alive = true;
curvemapping_free_data(&but_copypaste_curve);
curvemapping_copy_data(&but_copypaste_curve, (CurveMapping *) but->poin);
}
}
else {
if (but_copypaste_curve_alive) {
if (!but->poin)
but->poin = MEM_callocN(sizeof(CurveMapping), "curvemapping");
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
curvemapping_free_data((CurveMapping *) but->poin);
curvemapping_copy_data((CurveMapping *) but->poin, &but_copypaste_curve);
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
/* operator button (any type) */
else if (but->optype) {
2012-03-30 01:51:25 +00:00
if (mode == 'c') {
PointerRNA *opptr;
char *str;
opptr = UI_but_operator_ptr_get(but); /* allocated when needed, the button owns it */
str = WM_operator_pystring_ex(C, NULL, false, true, but->optype, opptr);
WM_clipboard_text_set(str, 0);
MEM_freeN(str);
}
}
/* menu (any type) */
else if (ELEM(but->type, UI_BTYPE_MENU, UI_BTYPE_PULLDOWN)) {
MenuType *mt = UI_but_menutype_get(but);
if (mt) {
char str[32 + sizeof(mt->idname)];
BLI_snprintf(str, sizeof(str), "bpy.ops.wm.call_menu(name=\"%s\")", mt->idname);
WM_clipboard_text_set(str, 0);
}
}
if (buf_paste_alloc) {
MEM_freeN((void *)buf_paste);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* ************************ password text ******************************
*
* Functions to convert password strings that should not be displayed
* to asterisk representation (e.g. mysecretpasswd -> *************)
*
* It converts every UTF-8 character to an asterisk, and also remaps
* the cursor position and selection start/end.
*
* Note: remaping is used, because password could contain UTF-8 characters.
*
*/
static int ui_text_position_from_hidden(uiBut *but, int pos)
{
const char *strpos, *butstr;
int i;
butstr = (but->editstr) ? but->editstr : but->drawstr;
for (i = 0, strpos = butstr; i < pos; i++)
strpos = BLI_str_find_next_char_utf8(strpos, NULL);
return (strpos - butstr);
}
static int ui_text_position_to_hidden(uiBut *but, int pos)
{
2014-09-14 17:26:45 +10:00
const char *butstr = (but->editstr) ? but->editstr : but->drawstr;
return BLI_strnlen_utf8(butstr, pos);
}
void ui_but_text_password_hide(char password_str[UI_MAX_PASSWORD_STR], uiBut *but, const bool restore)
{
char *butstr;
if (!(but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_PASSWORD))
return;
butstr = (but->editstr) ? but->editstr : but->drawstr;
if (restore) {
/* restore original string */
BLI_strncpy(butstr, password_str, UI_MAX_PASSWORD_STR);
/* remap cursor positions */
2012-10-27 01:46:47 +00:00
if (but->pos >= 0) {
but->pos = ui_text_position_from_hidden(but, but->pos);
but->selsta = ui_text_position_from_hidden(but, but->selsta);
but->selend = ui_text_position_from_hidden(but, but->selend);
}
}
else {
/* convert text to hidden text using asterisks (e.g. pass -> ****) */
const size_t len = BLI_strlen_utf8(butstr);
/* remap cursor positions */
2012-10-27 01:46:47 +00:00
if (but->pos >= 0) {
but->pos = ui_text_position_to_hidden(but, but->pos);
but->selsta = ui_text_position_to_hidden(but, but->selsta);
but->selend = ui_text_position_to_hidden(but, but->selend);
}
/* save original string */
BLI_strncpy(password_str, butstr, UI_MAX_PASSWORD_STR);
memset(butstr, '*', len);
butstr[len] = '\0';
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* ************* in-button text selection/editing ************* */
static bool ui_textedit_delete_selection(uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
char *str = data->str;
const int len = strlen(str);
bool changed = false;
if (but->selsta != but->selend && len) {
memmove(str + but->selsta, str + but->selend, (len - but->selend) + 1);
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
but->pos = but->selend = but->selsta;
return changed;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/**
* \param x Screen space cursor location - #wmEvent.x
*
* \note ``but->block->aspect`` is used here, so drawing button style is getting scaled too.
*/
static void ui_textedit_set_cursor_pos(uiBut *but, uiHandleButtonData *data, const float x)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiStyle *style = UI_style_get(); // XXX pass on as arg
uiFontStyle *fstyle = &style->widget;
const float aspect = but->block->aspect;
const short fstyle_points_prev = fstyle->points;
float startx = but->rect.xmin;
float starty_dummy = 0.0f;
char *origstr, password_str[UI_MAX_PASSWORD_STR];
ui_block_to_window_fl(data->region, but->block, &startx, &starty_dummy);
ui_fontscale(&fstyle->points, aspect);
UI_fontstyle_set(fstyle);
2012-03-30 01:51:25 +00:00
if (fstyle->kerning == 1) /* for BLF_width */
BugFix: [#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders Blenfont was not thread safe, that is why one thread can change the font properties (size, dpi, color, etc) at the same time that the stamp draw on the image, and then the problem. To make blenfont thread safe I have to change two important things: 1) Every BLF_* function take one argument, the font id. 2) We have two new function to make font "thread safe": BLF_load_unique BLF_load_mem_unique This two function are for case like stamp, that need and own font that don't share the glyph cache, so can draw without problem in a different thread. Why the BLF_*_unique function ? Because blenfont keep only one copy of a font and keep a list of "glyph cache". Every glyph cache have size and dpi, so if two different thread access the same font at the same time, they can change value and finish with something like the stamp problem. Why don't remove the glyph cache ? Because if we do that, we finish with a font object for every size and dpi, and the stamp is really a special case that happen in the rendering process, so I really thing is better keep the glyph cache and make this two new function to handle this special case. (When I say "font object" I mean have the same freetype font multiple times just to have differents size and dpi) As Matt point we still can have one case that two thread access the BLF_*_unique function at the same time, but I am looking to fix this with some class of thread lock. For now I test and work fine, so if some one found problem, please let me know. Campbell I have to change the python api (python/generic/blf_api.c) to the new syntax, so maybe you can take a look at this.
2010-04-22 10:56:45 +00:00
BLF_enable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
ui_but_text_password_hide(password_str, but, false);
origstr = MEM_mallocN(sizeof(char) * data->maxlen, "ui_textedit origstr");
BLI_strncpy(origstr, but->editstr, data->maxlen);
if (ELEM(but->type, UI_BTYPE_TEXT, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
if (but->flag & UI_HAS_ICON) {
startx += UI_DPI_ICON_SIZE / aspect;
}
}
/* but this extra .05 makes clicks inbetween characters feel nicer */
startx += ((UI_TEXT_MARGIN_X + 0.05f) * U.widget_unit) / aspect;
/* mouse dragged outside the widget to the left */
if (x < startx) {
int i = but->ofs;
origstr[but->ofs] = '\0';
while (i > 0) {
if (BLI_str_cursor_step_prev_utf8(origstr, but->ofs, &i)) {
2012-09-10 01:07:20 +00:00
/* 0.25 == scale factor for less sensitivity */
if (BLF_width(fstyle->uifont_id, origstr + i, BLF_DRAW_STR_DUMMY_MAX) > (startx - x) * 0.25f) {
2012-09-10 01:07:20 +00:00
break;
}
}
else {
break; /* unlikely but possible */
}
}
but->ofs = i;
but->pos = but->ofs;
}
/* mouse inside the widget, mouse coords mapped in widget space */
else { /* (x >= startx) */
int pos_i;
/* keep track of previous distance from the cursor to the char */
float cdist, cdist_prev = 0.0f;
short pos_prev;
but->pos = pos_prev = strlen(origstr) - but->ofs;
while (true) {
cdist = startx + BLF_width(fstyle->uifont_id, origstr + but->ofs, BLF_DRAW_STR_DUMMY_MAX);
/* check if position is found */
if (cdist < x) {
2012-05-20 21:23:26 +00:00
/* check is previous location was in fact closer */
if ((x - cdist) > (cdist_prev - x)) {
but->pos = pos_prev;
}
break;
}
cdist_prev = cdist;
pos_prev = but->pos;
/* done with tricky distance checks */
pos_i = but->pos;
if (but->pos <= 0) break;
if (BLI_str_cursor_step_prev_utf8(origstr, but->ofs, &pos_i)) {
but->pos = pos_i;
origstr[but->pos + but->ofs] = 0;
}
else {
break; /* unlikely but possible */
}
}
but->pos += but->ofs;
2012-03-30 01:51:25 +00:00
if (but->pos < 0) but->pos = 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (fstyle->kerning == 1)
BugFix: [#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders Blenfont was not thread safe, that is why one thread can change the font properties (size, dpi, color, etc) at the same time that the stamp draw on the image, and then the problem. To make blenfont thread safe I have to change two important things: 1) Every BLF_* function take one argument, the font id. 2) We have two new function to make font "thread safe": BLF_load_unique BLF_load_mem_unique This two function are for case like stamp, that need and own font that don't share the glyph cache, so can draw without problem in a different thread. Why the BLF_*_unique function ? Because blenfont keep only one copy of a font and keep a list of "glyph cache". Every glyph cache have size and dpi, so if two different thread access the same font at the same time, they can change value and finish with something like the stamp problem. Why don't remove the glyph cache ? Because if we do that, we finish with a font object for every size and dpi, and the stamp is really a special case that happen in the rendering process, so I really thing is better keep the glyph cache and make this two new function to handle this special case. (When I say "font object" I mean have the same freetype font multiple times just to have differents size and dpi) As Matt point we still can have one case that two thread access the BLF_*_unique function at the same time, but I am looking to fix this with some class of thread lock. For now I test and work fine, so if some one found problem, please let me know. Campbell I have to change the python api (python/generic/blf_api.c) to the new syntax, so maybe you can take a look at this.
2010-04-22 10:56:45 +00:00
BLF_disable(fstyle->uifont_id, BLF_KERNING_DEFAULT);
ui_but_text_password_hide(password_str, but, true);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
MEM_freeN(origstr);
fstyle->points = fstyle_points_prev;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_textedit_set_cursor_select(uiBut *but, uiHandleButtonData *data, const float x)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-09-17 01:42:47 +00:00
if (x > data->selstartx) data->selextend = EXTEND_RIGHT;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
else if (x < data->selstartx) data->selextend = EXTEND_LEFT;
ui_textedit_set_cursor_pos(but, data, x);
2012-09-10 01:07:20 +00:00
2012-09-17 01:42:47 +00:00
if (data->selextend == EXTEND_RIGHT) but->selend = but->pos;
else if (data->selextend == EXTEND_LEFT) but->selsta = but->pos;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_but_update(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* this is used for both utf8 and ascii, its meant to be used for single keys,
2012-03-01 12:20:18 +00:00
* notice the buffer is either copied or not, so its not suitable for pasting in
* - campbell */
static bool ui_textedit_type_buf(uiBut *but, uiHandleButtonData *data,
const char *utf8_buf, int utf8_buf_len)
{
char *str;
int len;
bool changed = false;
2012-03-30 01:51:25 +00:00
str = data->str;
len = strlen(str);
2012-03-30 01:51:25 +00:00
if (len - (but->selend - but->selsta) + 1 <= data->maxlen) {
int step = utf8_buf_len;
/* type over the current selection */
if ((but->selend - but->selsta) > 0) {
2012-03-30 01:51:25 +00:00
changed = ui_textedit_delete_selection(but, data);
len = strlen(str);
}
if (len + step < data->maxlen) {
memmove(&str[but->pos + step], &str[but->pos], (len + 1) - but->pos);
memcpy(&str[but->pos], utf8_buf, step * sizeof(char));
but->pos += step;
changed = true;
}
}
return changed;
}
static bool ui_textedit_type_ascii(uiBut *but, uiHandleButtonData *data, char ascii)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
char buf[2] = {ascii, '\0'};
if (ui_but_is_utf8(but) && (BLI_str_utf8_size(buf) == -1)) {
printf("%s: entering invalid ascii char into an ascii key (%d)\n",
__func__, (int)(unsigned char)ascii);
return false;
}
/* in some cases we want to allow invalid utf8 chars */
return ui_textedit_type_buf(but, data, buf, 1);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-09-10 01:07:20 +00:00
static void ui_textedit_move(uiBut *but, uiHandleButtonData *data, strCursorJumpDirection direction,
const bool select, strCursorJumpType jump)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
const char *str = data->str;
const int len = strlen(str);
const int pos_prev = but->pos;
const bool has_sel = (but->selend - but->selsta) > 0;
ui_but_update(but);
/* special case, quit selection and set cursor */
if (has_sel && !select) {
if (jump == STRCUR_JUMP_ALL) {
2012-03-30 01:51:25 +00:00
but->selsta = but->selend = but->pos = direction ? len : 0;
}
else {
if (direction) {
but->selsta = but->pos = but->selend;
}
else {
but->pos = but->selend = but->selsta;
}
}
data->selextend = 0;
}
else {
int pos_i = but->pos;
BLI_str_cursor_step_utf8(str, len, &pos_i, direction, jump, true);
but->pos = pos_i;
if (select) {
/* existing selection */
if (has_sel) {
if (data->selextend == 0) {
2012-03-30 01:51:25 +00:00
data->selextend = EXTEND_RIGHT;
}
if (direction) {
if (data->selextend == EXTEND_RIGHT) {
2012-03-30 01:51:25 +00:00
but->selend = but->pos;
}
else {
2012-03-30 01:51:25 +00:00
but->selsta = but->pos;
}
}
else {
if (data->selextend == EXTEND_LEFT) {
2012-03-30 01:51:25 +00:00
but->selsta = but->pos;
}
else {
2012-03-30 01:51:25 +00:00
but->selend = but->pos;
}
}
if (but->selend < but->selsta) {
SWAP(short, but->selsta, but->selend);
2012-03-30 01:51:25 +00:00
data->selextend = (data->selextend == EXTEND_RIGHT) ? EXTEND_LEFT : EXTEND_RIGHT;
}
} /* new selection */
else {
if (direction) {
2012-03-30 01:51:25 +00:00
data->selextend = EXTEND_RIGHT;
but->selend = but->pos;
but->selsta = pos_prev;
}
else {
2012-03-30 01:51:25 +00:00
data->selextend = EXTEND_LEFT;
but->selend = pos_prev;
but->selsta = but->pos;
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
static bool ui_textedit_delete(uiBut *but, uiHandleButtonData *data, int direction, strCursorJumpType jump)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
char *str = data->str;
const int len = strlen(str);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
bool changed = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (jump == STRCUR_JUMP_ALL) {
if (len) changed = true;
2012-03-30 01:51:25 +00:00
str[0] = '\0';
but->pos = 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (direction) { /* delete */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if ((but->selend - but->selsta) > 0) {
2012-03-30 01:51:25 +00:00
changed = ui_textedit_delete_selection(but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
else if (but->pos >= 0 && but->pos < len) {
int pos = but->pos;
int step;
BLI_str_cursor_step_utf8(str, len, &pos, direction, jump, true);
step = pos - but->pos;
memmove(&str[but->pos], &str[but->pos + step], (len + 1) - (but->pos + step));
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else { /* backspace */
if (len != 0) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if ((but->selend - but->selsta) > 0) {
2012-03-30 01:51:25 +00:00
changed = ui_textedit_delete_selection(but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
else if (but->pos > 0) {
int pos = but->pos;
int step;
BLI_str_cursor_step_utf8(str, len, &pos, direction, jump, true);
2012-03-30 01:51:25 +00:00
step = but->pos - pos;
memmove(&str[but->pos - step], &str[but->pos], (len + 1) - but->pos);
but->pos -= step;
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
return changed;
}
static int ui_textedit_autocomplete(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
char *str;
int changed;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
str = data->str;
if (data->searchbox)
changed = ui_searchbox_autocomplete(C, data->searchbox, but, data->str);
else
changed = but->autocomplete_func(C, str, but->autofunc_arg);
2012-03-30 01:51:25 +00:00
but->pos = strlen(str);
but->selsta = but->selend = but->pos;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* mode for ui_textedit_copypaste() */
enum {
UI_TEXTEDIT_PASTE = 1,
UI_TEXTEDIT_COPY,
UI_TEXTEDIT_CUT
};
static bool ui_textedit_copypaste(uiBut *but, uiHandleButtonData *data, const int mode)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
char *str, *pbuf;
int x;
bool changed = false;
int str_len, buf_len;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
str = data->str;
str_len = strlen(str);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* paste */
if (mode == UI_TEXTEDIT_PASTE) {
/* TODO, ensure UTF8 ui_but_is_utf8() - campbell */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* extract the first line from the clipboard */
pbuf = WM_clipboard_text_get_firstline(false, &buf_len);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (pbuf) {
char buf[UI_MAX_DRAW_STR] = {0};
unsigned int y;
buf_len = BLI_strncpy_rlen(buf, pbuf, sizeof(buf));
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* paste over the current selection */
if ((but->selend - but->selsta) > 0) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_textedit_delete_selection(but, data);
str_len = strlen(str);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
for (y = 0; y < buf_len; y++) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* add contents of buffer */
if (str_len + 1 < data->maxlen) {
2012-03-30 01:51:25 +00:00
for (x = data->maxlen; x > but->pos; x--)
str[x] = str[x - 1];
str[but->pos] = buf[y];
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
but->pos++;
str_len++;
str[str_len] = '\0';
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
if (pbuf) {
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
MEM_freeN(pbuf);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* cut & copy */
else if (ELEM(mode, UI_TEXTEDIT_COPY, UI_TEXTEDIT_CUT)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* copy the contents to the copypaste buffer */
int sellen = but->selend - but->selsta;
char *buf = MEM_mallocN(sizeof(char) * (sellen + 1), "ui_textedit_copypaste");
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
BLI_strncpy(buf, str + but->selsta, sellen + 1);
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
WM_clipboard_text_set(buf, 0);
MEM_freeN(buf);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* for cut only, delete the selection afterwards */
if (mode == UI_TEXTEDIT_CUT) {
if ((but->selend - but->selsta) > 0) {
2012-03-30 01:51:25 +00:00
changed = ui_textedit_delete_selection(but, data);
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
}
static void ui_textedit_begin(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int len;
if (data->str) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
MEM_freeN(data->str);
2012-03-30 01:51:25 +00:00
data->str = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
#ifdef USE_DRAG_MULTINUM
/* this can happen from multi-drag */
if (data->applied_interactive) {
/* remove any small changes so canceling edit doesn't restore invalid value: T40538 */
data->cancel = true;
ui_apply_but(C, but->block, but, data, true);
data->cancel = false;
data->applied_interactive = false;
}
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* retrieve string */
data->maxlen = ui_but_string_get_max_length(but);
2012-03-30 01:51:25 +00:00
data->str = MEM_callocN(sizeof(char) * data->maxlen + 1, "textedit str");
ui_but_string_get(but, data->str, data->maxlen);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (ui_but_is_float(but) && !ui_but_is_unit(but)) {
BLI_str_rstrip_float_zero(data->str, '\0');
}
if (ELEM(but->type, UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER)) {
ui_but_convert_to_unit_alt_name(but, data->str, data->maxlen);
}
/* won't change from now on */
len = strlen(data->str);
data->origstr = BLI_strdupn(data->str, len);
data->selextend = 0;
data->selstartx = 0.0f;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* set cursor pos to the end of the text */
but->editstr = data->str;
but->pos = len;
but->selsta = 0;
but->selend = len;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* optional searchbox */
if (ELEM(but->type, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
2012-03-30 01:51:25 +00:00
data->searchbox = ui_searchbox_create(C, data->region, but);
ui_searchbox_update(C, data->searchbox, but, true); /* true = reset */
}
/* reset alert flag (avoid confusion, will refresh on exit) */
but->flag &= ~UI_BUT_REDALERT;
ui_but_update(but);
WM_cursor_modal_set(CTX_wm_window(C), BC_TEXTEDITCURSOR);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_textedit_end(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (but) {
if (ui_but_is_utf8(but)) {
2012-03-30 01:51:25 +00:00
int strip = BLI_utf8_invalid_strip(but->editstr, strlen(but->editstr));
/* not a file?, strip non utf-8 chars */
if (strip) {
2012-03-18 07:38:51 +00:00
/* wont happen often so isn't that annoying to keep it here for a while */
printf("%s: invalid utf8 - stripped chars %d\n", __func__, strip);
}
}
if (data->searchbox) {
if (data->cancel == false) {
if ((ui_searchbox_apply(but, data->searchbox) == false) &&
(ui_searchbox_find_index(data->searchbox, but->editstr) == -1))
{
data->cancel = true;
/* ensure menu (popup) too is closed! */
data->escapecancel = true;
}
}
ui_searchbox_free(C, data->searchbox);
2012-03-30 01:51:25 +00:00
data->searchbox = NULL;
}
2012-03-30 01:51:25 +00:00
but->editstr = NULL;
but->pos = -1;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
WM_cursor_modal_restore(CTX_wm_window(C));
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_textedit_next_but(uiBlock *block, uiBut *actbut, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBut *but;
/* label and roundbox can overlap real buttons (backdrops...) */
if (ELEM(actbut->type, UI_BTYPE_LABEL, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_ROUNDBOX, UI_BTYPE_LISTBOX))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
2012-03-30 01:51:25 +00:00
for (but = actbut->next; but; but = but->next) {
if (ui_but_is_editable_as_text(but)) {
if (!(but->flag & UI_BUT_DISABLED)) {
2012-03-30 01:51:25 +00:00
data->postbut = but;
data->posttype = BUTTON_ACTIVATE_TEXT_EDITING;
return;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
2012-03-30 01:51:25 +00:00
for (but = block->buttons.first; but != actbut; but = but->next) {
if (ui_but_is_editable_as_text(but)) {
if (!(but->flag & UI_BUT_DISABLED)) {
2012-03-30 01:51:25 +00:00
data->postbut = but;
data->posttype = BUTTON_ACTIVATE_TEXT_EDITING;
return;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_textedit_prev_but(uiBlock *block, uiBut *actbut, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBut *but;
/* label and roundbox can overlap real buttons (backdrops...) */
if (ELEM(actbut->type, UI_BTYPE_LABEL, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_ROUNDBOX, UI_BTYPE_LISTBOX))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
2012-03-30 01:51:25 +00:00
for (but = actbut->prev; but; but = but->prev) {
if (ui_but_is_editable_as_text(but)) {
if (!(but->flag & UI_BUT_DISABLED)) {
2012-03-30 01:51:25 +00:00
data->postbut = but;
data->posttype = BUTTON_ACTIVATE_TEXT_EDITING;
return;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
2012-03-30 01:51:25 +00:00
for (but = block->buttons.last; but != actbut; but = but->prev) {
if (ui_but_is_editable_as_text(but)) {
if (!(but->flag & UI_BUT_DISABLED)) {
2012-03-30 01:51:25 +00:00
data->postbut = but;
data->posttype = BUTTON_ACTIVATE_TEXT_EDITING;
return;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
}
static void ui_do_but_textedit(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int retval = WM_UI_HANDLER_CONTINUE;
bool changed = false, inbox = false, update = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
switch (event->type) {
case MOUSEMOVE:
case MOUSEPAN:
if (data->searchbox) {
#ifdef USE_KEYNAV_LIMIT
if ((event->type == MOUSEMOVE) && ui_mouse_motion_keynav_test(&data->searchbox_keynav_state, event)) {
/* pass */
}
else {
ui_searchbox_event(C, data->searchbox, but, event);
}
#else
ui_searchbox_event(C, data->searchbox, but, event);
#endif
}
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case RIGHTMOUSE:
case ESCKEY:
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
retval = WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
2012-09-08 08:59:47 +00:00
case LEFTMOUSE:
{
bool had_selection = but->selsta != but->selend;
/* exit on LMB only on RELEASE for searchbox, to mimic other popups, and allow multiple menu levels */
if (data->searchbox)
2012-03-30 01:51:25 +00:00
inbox = ui_searchbox_inside(data->searchbox, event->x, event->y);
/* for double click: we do a press again for when you first click on button (selects all text, no cursor pos) */
if (event->val == KM_PRESS || event->val == KM_DBL_CLICK) {
float mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
ui_window_to_block_fl(data->region, block, &mx, &my);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (ui_but_contains_pt(but, mx, my)) {
ui_textedit_set_cursor_pos(but, data, event->x);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
but->selsta = but->selend = but->pos;
data->selstartx = event->x;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_SELECTING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (inbox == false) {
/* if searchbox, click outside will cancel */
if (data->searchbox)
data->cancel = data->escapecancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* only select a word in button if there was no selection before */
if (event->val == KM_DBL_CLICK && had_selection == false) {
ui_textedit_move(but, data, STRCUR_DIR_PREV, false, STRCUR_JUMP_DELIM);
ui_textedit_move(but, data, STRCUR_DIR_NEXT, true, STRCUR_JUMP_DELIM);
retval = WM_UI_HANDLER_BREAK;
changed = true;
}
else if (inbox) {
/* if we allow activation on key press, it gives problems launching operators [#35713] */
if (event->val == KM_RELEASE) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
retval = WM_UI_HANDLER_BREAK;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
}
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
switch (event->type) {
case VKEY:
case XKEY:
case CKEY:
if (event->ctrl || event->oskey) {
if (event->type == VKEY)
changed = ui_textedit_copypaste(but, data, UI_TEXTEDIT_PASTE);
else if (event->type == CKEY)
changed = ui_textedit_copypaste(but, data, UI_TEXTEDIT_COPY);
else if (event->type == XKEY)
changed = ui_textedit_copypaste(but, data, UI_TEXTEDIT_CUT);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
break;
case RIGHTARROWKEY:
2012-09-10 01:07:20 +00:00
ui_textedit_move(but, data, STRCUR_DIR_NEXT,
event->shift != 0, event->ctrl ? STRCUR_JUMP_DELIM : STRCUR_JUMP_NONE);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case LEFTARROWKEY:
2012-09-10 01:07:20 +00:00
ui_textedit_move(but, data, STRCUR_DIR_PREV,
event->shift != 0, event->ctrl ? STRCUR_JUMP_DELIM : STRCUR_JUMP_NONE);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case WHEELDOWNMOUSE:
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case DOWNARROWKEY:
if (data->searchbox) {
#ifdef USE_KEYNAV_LIMIT
ui_mouse_motion_keynav_init(&data->searchbox_keynav_state, event);
#endif
ui_searchbox_event(C, data->searchbox, but, event);
break;
}
/* fall-through */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case ENDKEY:
2012-09-10 01:07:20 +00:00
ui_textedit_move(but, data, STRCUR_DIR_NEXT,
event->shift != 0, STRCUR_JUMP_ALL);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case WHEELUPMOUSE:
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case UPARROWKEY:
if (data->searchbox) {
#ifdef USE_KEYNAV_LIMIT
ui_mouse_motion_keynav_init(&data->searchbox_keynav_state, event);
#endif
ui_searchbox_event(C, data->searchbox, but, event);
break;
}
/* fall-through */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case HOMEKEY:
2012-09-10 01:07:20 +00:00
ui_textedit_move(but, data, STRCUR_DIR_PREV,
event->shift != 0, STRCUR_JUMP_ALL);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case PADENTER:
case RETKEY:
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case DELKEY:
2012-09-10 01:07:20 +00:00
changed = ui_textedit_delete(but, data, 1,
event->ctrl ? STRCUR_JUMP_DELIM : STRCUR_JUMP_NONE);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case BACKSPACEKEY:
2012-09-10 01:07:20 +00:00
changed = ui_textedit_delete(but, data, 0,
event->ctrl ? STRCUR_JUMP_DELIM : STRCUR_JUMP_NONE);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
2013-04-06 08:22:39 +00:00
case AKEY:
2013-04-06 08:22:39 +00:00
/* Ctrl + A: Select all */
#if defined(__APPLE__)
/* OSX uses cmd-a systemwide, so add it */
if ((event->oskey && !(event->alt || event->shift || event->ctrl)) ||
(event->ctrl && !(event->alt || event->shift || event->oskey)))
#else
if (event->ctrl && !(event->alt || event->shift || event->oskey))
#endif
{
2013-04-06 08:22:39 +00:00
ui_textedit_move(but, data, STRCUR_DIR_PREV,
false, STRCUR_JUMP_ALL);
ui_textedit_move(but, data, STRCUR_DIR_NEXT,
true, STRCUR_JUMP_ALL);
retval = WM_UI_HANDLER_BREAK;
}
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case TABKEY:
/* there is a key conflict here, we can't tab with autocomplete */
if (but->autocomplete_func || data->searchbox) {
int autocomplete = ui_textedit_autocomplete(C, but, data);
changed = autocomplete != AUTOCOMPLETE_NO_MATCH;
2013-12-10 13:44:46 +11:00
if (autocomplete == AUTOCOMPLETE_FULL_MATCH)
button_activate_state(C, but, BUTTON_STATE_EXIT);
update = true; /* do live update for tab key */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* the hotkey here is not well defined, was G.qual so we check all */
else if (event->shift || event->ctrl || event->alt || event->oskey) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ui_textedit_prev_but(block, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ui_textedit_next_but(block, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
if ((event->ascii || event->utf8_buf[0]) && (retval == WM_UI_HANDLER_CONTINUE)) {
char ascii = event->ascii;
2012-03-30 01:51:25 +00:00
const char *utf8_buf = event->utf8_buf;
/* exception that's useful for number buttons, some keyboard
* numpads have a comma instead of a period */
if (ELEM(but->type, UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER)) { /* could use data->min*/
if (event->type == PADPERIOD && ascii == ',') {
ascii = '.';
2012-03-30 01:51:25 +00:00
utf8_buf = NULL; /* force ascii fallback */
}
}
if (utf8_buf && utf8_buf[0]) {
2012-03-30 01:51:25 +00:00
int utf8_buf_len = BLI_str_utf8_size(utf8_buf);
/* keep this printf until utf8 is well tested */
if (utf8_buf_len != 1) {
printf("%s: utf8 char '%.*s'\n", __func__, utf8_buf_len, utf8_buf);
}
// strcpy(utf8_buf, "12345");
2012-03-30 01:51:25 +00:00
changed = ui_textedit_type_buf(but, data, event->utf8_buf, utf8_buf_len);
}
else {
2012-03-30 01:51:25 +00:00
changed = ui_textedit_type_ascii(but, data, ascii);
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* textbutton with magnifier icon: do live update for search button */
2012-03-30 01:51:25 +00:00
if (but->icon == ICON_VIEWZOOM)
update = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (changed) {
/* only update when typing for TAB key */
2012-09-17 01:42:47 +00:00
if (update && data->interactive) {
ui_apply_but(C, block, but, data, true);
2012-09-17 01:42:47 +00:00
}
else {
ui_but_update(but);
2012-09-17 01:42:47 +00:00
}
but->changed = true;
if (data->searchbox)
ui_searchbox_update(C, data->searchbox, but, true); /* true = reset */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (changed || (retval == WM_UI_HANDLER_BREAK))
ED_region_tag_redraw(data->region);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_do_but_textedit_select(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
int mx, my, retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
switch (event->type) {
2012-09-08 08:59:47 +00:00
case MOUSEMOVE:
{
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
ui_textedit_set_cursor_select(but, data, event->x);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
case LEFTMOUSE:
if (event->val == KM_RELEASE)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
if (retval == WM_UI_HANDLER_BREAK) {
ui_but_update(but);
ED_region_tag_redraw(data->region);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* ************* number editing for various types ************* */
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_numedit_begin(uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (but->type == UI_BTYPE_CURVE) {
2012-03-30 01:51:25 +00:00
but->editcumap = (CurveMapping *)but->poin;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (but->type == UI_BTYPE_COLORBAND) {
2012-03-30 01:51:25 +00:00
data->coba = (ColorBand *)but->poin;
but->editcoba = data->coba;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (ELEM(but->type, UI_BTYPE_UNITVEC, UI_BTYPE_HSVCUBE, UI_BTYPE_HSVCIRCLE, UI_BTYPE_COLOR)) {
ui_but_v3_get(but, data->origvec);
copy_v3_v3(data->vec, data->origvec);
2012-03-30 01:51:25 +00:00
but->editvec = data->vec;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
float softrange, softmin, softmax;
data->startvalue = ui_but_value_get(but);
2012-03-30 01:51:25 +00:00
data->origvalue = data->startvalue;
data->value = data->origvalue;
but->editval = &data->value;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
softmin = but->softmin;
softmax = but->softmax;
softrange = softmax - softmin;
2012-03-30 01:51:25 +00:00
data->dragfstart = (softrange == 0.0f) ? 0.0f : ((float)data->value - softmin) / softrange;
data->dragf = data->dragfstart;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
data->dragchange = false;
data->draglock = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_numedit_end(uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
but->editval = NULL;
but->editvec = NULL;
but->editcoba = NULL;
but->editcumap = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->dragstartx = 0;
data->draglastx = 0;
data->dragchange = false;
2012-03-30 01:51:25 +00:00
data->dragcbd = NULL;
data->dragsel = 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_numedit_apply(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-09-17 01:42:47 +00:00
if (data->interactive) {
ui_apply_but(C, block, but, data, true);
2012-09-17 01:42:47 +00:00
}
else {
ui_but_update(but);
2012-09-17 01:42:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ED_region_tag_redraw(data->region);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* ****************** menu opening for various types **************** */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static void ui_block_open_begin(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
uiBlockCreateFunc func = NULL;
uiBlockHandleCreateFunc handlefunc = NULL;
uiMenuCreateFunc menufunc = NULL;
void *arg = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
switch (but->type) {
case UI_BTYPE_BLOCK:
case UI_BTYPE_PULLDOWN:
if (but->menu_create_func) {
2012-03-30 01:51:25 +00:00
menufunc = but->menu_create_func;
arg = but->poin;
}
else {
2012-03-30 01:51:25 +00:00
func = but->block_create_func;
arg = but->poin ? but->poin : but->func_argN;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_MENU:
BLI_assert(but->menu_create_func);
menufunc = but->menu_create_func;
arg = but->poin;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
case UI_BTYPE_COLOR:
ui_but_v3_get(but, data->origvec);
copy_v3_v3(data->vec, data->origvec);
2012-03-30 01:51:25 +00:00
but->editvec = data->vec;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
handlefunc = ui_block_func_COLOR;
2012-03-30 01:51:25 +00:00
arg = but;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
/* quiet warnings for unhandled types */
default:
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (func || handlefunc) {
2012-03-30 01:51:25 +00:00
data->menu = ui_popup_block_create(C, data->region, but, func, handlefunc, arg);
if (but->block->handle)
2012-03-30 01:51:25 +00:00
data->menu->popup = but->block->handle->popup;
}
else if (menufunc) {
data->menu = ui_popup_menu_create(C, data->region, but, menufunc, arg);
if (but->block->handle)
2012-03-30 01:51:25 +00:00
data->menu->popup = but->block->handle->popup;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* this makes adjacent blocks auto open from now on */
//if (but->block->auto_open == 0) but->block->auto_open = 1;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void ui_block_open_end(bContext *C, uiBut *but, uiHandleButtonData *data)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (but) {
2012-03-30 01:51:25 +00:00
but->editval = NULL;
but->editvec = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
but->block->auto_open_last = PIL_check_seconds_timer();
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (data->menu) {
ui_popup_block_free(C, data->menu);
2012-03-30 01:51:25 +00:00
data->menu = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
int ui_but_menu_direction(uiBut *but)
{
uiHandleButtonData *data = but->active;
if (data && data->menu)
return data->menu->direction;
return 0;
}
/* Hack for uiList UI_BTYPE_LISTROW buttons to "give" events to overlaying UI_BTYPE_TEXT buttons (cltr-clic rename feature & co). */
2013-12-10 13:44:46 +11:00
static uiBut *ui_but_list_row_text_activate(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event,
uiButtonActivateType activate_type)
{
ARegion *ar = CTX_wm_region(C);
uiBut *labelbut = ui_but_find_mouse_over_ex(ar, event->x, event->y, true);
if (labelbut && labelbut->type == UI_BTYPE_TEXT && !(labelbut->flag & UI_BUT_DISABLED)) {
/* exit listrow */
data->cancel = true;
button_activate_exit(C, but, data, false, false);
/* Activate the text button. */
button_activate_init(C, ar, labelbut, activate_type);
return labelbut;
}
return NULL;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* ***************** events for different button types *************** */
static int ui_do_but_BUT(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_WAIT_RELEASE);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
else if (event->type == LEFTMOUSE && but->block->handle) {
/* regular buttons will be 'UI_SELECT', menu items 'UI_ACTIVE' */
if (!(but->flag & (UI_SELECT | UI_ACTIVE)))
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
2012-03-30 01:51:25 +00:00
else if (ELEM(event->type, PADENTER, RETKEY) && event->val == KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_WAIT_FLASH);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_WAIT_RELEASE) {
if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
if (!(but->flag & UI_SELECT))
data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_do_but_HOTKEYEVT(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
but->drawstr[0] = 0;
but->modifier_key = 0;
button_activate_state(C, but, BUTTON_STATE_WAIT_KEY_EVENT);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_WAIT_KEY_EVENT) {
if (event->type == MOUSEMOVE)
return WM_UI_HANDLER_CONTINUE;
2012-03-30 01:51:25 +00:00
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
/* only cancel if click outside the button */
if (ui_but_contains_point_px(but->active->region, but, event->x, event->y) == 0) {
/* data->cancel doesnt work, this button opens immediate */
if (but->flag & UI_BUT_IMMEDIATE)
ui_but_value_set(but, 0);
else
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
/* always set */
but->modifier_key = 0;
if (event->shift) but->modifier_key |= KM_SHIFT;
2012-03-30 01:51:25 +00:00
if (event->alt) but->modifier_key |= KM_ALT;
if (event->ctrl) but->modifier_key |= KM_CTRL;
if (event->oskey) but->modifier_key |= KM_OSKEY;
ui_but_update(but);
ED_region_tag_redraw(data->region);
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS) {
if (ISHOTKEY(event->type)) {
if (WM_key_event_string(event->type)[0])
ui_but_value_set(but, event->type);
else
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
else if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
}
}
return WM_UI_HANDLER_CONTINUE;
}
static int ui_do_but_KEYEVT(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_WAIT_KEY_EVENT);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_WAIT_KEY_EVENT) {
if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE)) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS) {
if (WM_key_event_string(event->type)[0])
ui_but_value_set(but, event->type);
else
data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_do_but_TEX(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (ELEM(event->type, LEFTMOUSE, EVT_BUT_OPEN, PADENTER, RETKEY) && event->val == KM_PRESS) {
if (ELEM(event->type, PADENTER, RETKEY) && (!ui_but_is_utf8(but))) {
/* pass - allow filesel, enter to execute */
}
else if (but->dt == UI_EMBOSS_NONE && !event->ctrl) {
2012-10-07 09:48:59 +00:00
/* pass */
}
else {
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
return WM_UI_HANDLER_BREAK;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_TEXT_EDITING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit(C, block, but, data, event);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
else if (data->state == BUTTON_STATE_TEXT_SELECTING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit_select(C, block, but, data, event);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_do_but_SEARCH_UNLINK(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
/* unlink icon is on right */
if (ELEM(event->type, LEFTMOUSE, EVT_BUT_OPEN, PADENTER, RETKEY) && event->val == KM_PRESS &&
ui_but_is_search_unlink_visible(but))
{
ARegion *ar = data->region;
rcti rect;
int x = event->x, y = event->y;
ui_window_to_block(ar, but->block, &x, &y);
BLI_rcti_rctf_copy(&rect, &but->rect);
rect.xmin = rect.xmax - (BLI_rcti_size_y(&rect));
if (BLI_rcti_isect_pt(&rect, x, y)) {
/* most likely NULL, but let's check, and give it temp zero string */
if (data->str == NULL)
data->str = MEM_callocN(1, "temp str");
data->str[0] = 0;
ui_apply_but_TEX(C, but, data);
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
return ui_do_but_TEX(C, block, but, data, event);
}
static int ui_do_but_TOG(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2013-02-25 23:27:32 +00:00
#ifdef USE_DRAG_TOGGLE
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS && ui_but_is_drag_toggle(but)) {
#if 0 /* UNUSED */
2013-02-25 23:27:32 +00:00
data->togdual = event->ctrl;
data->togonly = !event->shift;
#endif
ui_apply_but(C, but->block, but, data, true);
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_WAIT_DRAG) {
/* note: the 'BUTTON_STATE_WAIT_DRAG' part of 'ui_do_but_EXIT' could be refactored into its own function */
data->applied = false;
return ui_do_but_EXIT(C, but, data, event);
}
2013-02-25 23:27:32 +00:00
#endif
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
#if 0 /* UNUSED */
2013-02-25 23:27:32 +00:00
data->togdual = event->ctrl;
data->togonly = !event->shift;
#endif
2013-02-25 23:27:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_do_but_EXIT(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
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
if (data->state == BUTTON_STATE_HIGHLIGHT) {
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
/* first handle click on icondrag type button */
if (event->type == LEFTMOUSE && but->dragpoin) {
if (ui_but_contains_point_px_icon(but, data->region, event)) {
/* tell the button to wait and keep checking further events to
* see if it should start dragging */
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
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
2012-03-30 01:51:25 +00:00
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_CONTINUE;
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
}
}
2013-02-25 23:27:32 +00:00
#ifdef USE_DRAG_TOGGLE
if (event->type == LEFTMOUSE && ui_but_is_drag_toggle(but)) {
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_CONTINUE;
}
2013-02-25 23:27:32 +00:00
#endif
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
int ret = WM_UI_HANDLER_BREAK;
/* XXX (a bit ugly) Special case handling for filebrowser drag button */
if (but->dragpoin && but->imb && ui_but_contains_point_px_icon(but, data->region, event)) {
ret = WM_UI_HANDLER_CONTINUE;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
return ret;
}
}
else if (data->state == BUTTON_STATE_WAIT_DRAG) {
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
/* this function also ends state */
if (ui_but_drag_init(C, but, data, event)) {
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
return WM_UI_HANDLER_BREAK;
}
/* If the mouse has been pressed and released, getting to
* this point without triggering a drag, then clear the
* drag state for this button and continue to pass on the event */
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
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
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_CONTINUE;
}
/* while waiting for a drag to be triggered, always block
* other events from getting handled */
return WM_UI_HANDLER_BREAK;
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
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* var names match ui_numedit_but_NUM */
static float ui_numedit_apply_snapf(uiBut *but, float tempf, float softmin, float softmax, float softrange,
const enum eSnapType snap)
{
if (tempf == softmin || tempf == softmax || snap == SNAP_OFF) {
/* pass */
}
else {
2012-03-30 01:51:25 +00:00
float fac = 1.0f;
if (ui_but_is_unit(but)) {
2012-03-30 01:51:25 +00:00
UnitSettings *unit = but->block->unit;
int unit_type = RNA_SUBTYPE_UNIT_VALUE(UI_but_unit_type_get(but));
if (bUnit_IsValid(unit->system, unit_type)) {
2012-03-30 01:51:25 +00:00
fac = (float)bUnit_BaseScalar(unit->system, unit_type);
if (ELEM(unit_type, B_UNIT_LENGTH, B_UNIT_AREA, B_UNIT_VOLUME)) {
fac /= unit->scale_length;
}
}
}
if (fac != 1.0f) {
/* snap in unit-space */
tempf /= fac;
/* softmin /= fac; */ /* UNUSED */
/* softmax /= fac; */ /* UNUSED */
softrange /= fac;
}
if (snap == SNAP_ON) {
2012-09-17 01:42:47 +00:00
if (softrange < 2.10f) tempf = 0.1f * floorf(10.0f * tempf);
2012-03-30 01:51:25 +00:00
else if (softrange < 21.0f) tempf = floorf(tempf);
2012-09-17 01:42:47 +00:00
else tempf = 10.0f * floorf(tempf / 10.0f);
}
else if (snap == SNAP_ON_SMALL) {
2012-09-17 01:42:47 +00:00
if (softrange < 2.10f) tempf = 0.01f * floorf(100.0f * tempf);
else if (softrange < 21.0f) tempf = 0.1f * floorf(10.0f * tempf);
else tempf = floor(tempf);
}
else {
BLI_assert(0);
}
if (fac != 1.0f)
tempf *= fac;
}
return tempf;
}
static float ui_numedit_apply_snap(int temp, float softmin, float softmax,
const enum eSnapType snap)
{
2012-03-30 01:51:25 +00:00
if (temp == softmin || temp == softmax)
return temp;
2012-03-30 01:51:25 +00:00
switch (snap) {
case SNAP_OFF:
2012-03-30 01:51:25 +00:00
break;
case SNAP_ON:
2012-03-30 01:51:25 +00:00
temp = 10 * (temp / 10);
break;
case SNAP_ON_SMALL:
2012-03-30 01:51:25 +00:00
temp = 100 * (temp / 100);
break;
}
return temp;
}
static bool ui_numedit_but_NUM(uiBut *but, uiHandleButtonData *data,
int mx,
const enum eSnapType snap, float fac)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
float deler, tempf, softmin, softmax, softrange;
int lvalue, temp;
bool changed = false;
const bool is_float = ui_but_is_float(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (mx == data->draglastx)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
/* drag-lock - prevent unwanted scroll adjustments */
/* change value (now 3) to adjust threshold in pixels */
if (data->draglock) {
2012-03-30 01:51:25 +00:00
if (abs(mx - data->dragstartx) <= 3)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
#ifdef USE_DRAG_MULTINUM
if (ELEM(data->multi_data.init, BUTTON_MULTI_INIT_UNSET, BUTTON_MULTI_INIT_SETUP)) {
return changed;
}
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
data->draglock = false;
2012-03-30 01:51:25 +00:00
data->dragstartx = mx; /* ignore mouse movement within drag-lock */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
softmin = but->softmin;
softmax = but->softmax;
softrange = softmax - softmin;
if (ui_but_is_cursor_warp(but)) {
/* Mouse location isn't screen clamped to the screen so use a linear mapping
* 2px == 1-int, or 1px == 1-ClickStep */
if (is_float) {
2012-03-30 01:51:25 +00:00
fac *= 0.01f * but->a1;
tempf = (float)data->startvalue + ((float)(mx - data->dragstartx) * fac);
2012-03-30 01:51:25 +00:00
tempf = ui_numedit_apply_snapf(but, tempf, softmin, softmax, softrange, snap);
2012-03-30 01:51:25 +00:00
#if 1 /* fake moving the click start, nicer for dragging back after passing the limit */
if (tempf < softmin) {
2012-03-30 01:51:25 +00:00
data->dragstartx -= (softmin - tempf) / fac;
tempf = softmin;
}
else if (tempf > softmax) {
2012-03-30 01:51:25 +00:00
data->dragstartx += (tempf - softmax) / fac;
tempf = softmax;
}
#else
CLAMP(tempf, softmin, softmax);
#endif
if (tempf != (float)data->value) {
data->dragchange = true;
2012-03-30 01:51:25 +00:00
data->value = tempf;
changed = true;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
2012-09-17 01:42:47 +00:00
if (softrange > 256) fac = 1.0; /* 1px == 1 */
else if (softrange > 32) fac = 1.0 / 2.0; /* 2px == 1 */
else fac = 1.0 / 16.0; /* 16px == 1? */
2012-03-30 01:51:25 +00:00
temp = data->startvalue + (((double)mx - data->dragstartx) * (double)fac);
temp = ui_numedit_apply_snap(temp, softmin, softmax, snap);
2012-03-30 01:51:25 +00:00
#if 1 /* fake moving the click start, nicer for dragging back after passing the limit */
if (temp < softmin) {
2012-03-30 01:51:25 +00:00
data->dragstartx -= (softmin - temp) / fac;
temp = softmin;
}
else if (temp > softmax) {
2012-03-30 01:51:25 +00:00
data->dragstartx += (temp - softmax) / fac;
temp = softmax;
}
#else
CLAMP(temp, softmin, softmax);
#endif
if (temp != data->value) {
data->dragchange = true;
2012-03-30 01:51:25 +00:00
data->value = temp;
changed = true;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
/* Use a non-linear mapping of the mouse drag especially for large floats (normal behavior) */
2012-03-30 01:51:25 +00:00
deler = 500;
if (!is_float) {
/* prevent large ranges from getting too out of control */
if (softrange > 600) deler = powf(softrange, 0.75f);
2012-09-17 01:42:47 +00:00
else if (softrange < 25) deler = 50.0;
else if (softrange < 100) deler = 100.0;
}
deler /= fac;
if ((is_float == true) && (softrange > 11)) {
/* non linear change in mouse input- good for high precicsion */
data->dragf += (((float)(mx - data->draglastx)) / deler) * ((float)abs(mx - data->dragstartx) / 500.0f);
}
else if ((is_float == false) && (softrange > 129)) { /* only scale large int buttons */
/* non linear change in mouse input- good for high precicsionm ints need less fine tuning */
data->dragf += (((float)(mx - data->draglastx)) / deler) * ((float)abs(mx - data->dragstartx) / 250.0f);
}
else {
/*no scaling */
2012-02-27 10:35:39 +00:00
data->dragf += ((float)(mx - data->draglastx)) / deler;
}
CLAMP(data->dragf, 0.0f, 1.0f);
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
tempf = (softmin + data->dragf * softrange);
if (!is_float) {
2012-03-30 01:51:25 +00:00
temp = floorf(tempf + 0.5f);
2012-03-30 01:51:25 +00:00
temp = ui_numedit_apply_snap(temp, softmin, softmax, snap);
CLAMP(temp, softmin, softmax);
2012-03-30 01:51:25 +00:00
lvalue = (int)data->value;
if (temp != lvalue) {
data->dragchange = true;
2012-03-30 01:51:25 +00:00
data->value = (double)temp;
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else {
2012-03-30 01:51:25 +00:00
temp = 0;
tempf = ui_numedit_apply_snapf(but, tempf, softmin, softmax, softrange, snap);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
CLAMP(tempf, softmin, softmax);
if (tempf != (float)data->value) {
data->dragchange = true;
2012-03-30 01:51:25 +00:00
data->value = tempf;
changed = true;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
}
static int ui_do_but_NUM(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
int mx, my; /* mouse location scaled to fit the UI */
int screen_mx, screen_my; /* mouse location kept at screen pixel coords */
2012-03-30 01:51:25 +00:00
int click = 0;
int retval = WM_UI_HANDLER_CONTINUE;
2012-03-30 01:51:25 +00:00
mx = screen_mx = event->x;
my = screen_my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (data->state == BUTTON_STATE_HIGHLIGHT) {
int type = event->type, val = event->val;
if (type == MOUSEPAN) {
ui_pan_to_scroll(event, &type, &val);
}
/* XXX hardcoded keymap check.... */
if (type == MOUSEPAN && event->alt)
retval = WM_UI_HANDLER_BREAK; /* allow accumulating values, otherwise scrolling gets preference */
else if (type == WHEELDOWNMOUSE && event->alt) {
mx = but->rect.xmin;
2012-03-30 01:51:25 +00:00
click = 1;
}
else if (type == WHEELUPMOUSE && event->alt) {
mx = but->rect.xmax;
2012-03-30 01:51:25 +00:00
click = 1;
}
2012-03-30 01:51:25 +00:00
else if (event->val == KM_PRESS) {
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->ctrl) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (event->type == LEFTMOUSE) {
data->dragstartx = data->draglastx = ui_but_is_cursor_warp(but) ? screen_mx : mx;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-09-17 01:42:47 +00:00
else if (ELEM(event->type, PADENTER, RETKEY) && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
click = 1;
2012-09-17 01:42:47 +00:00
}
2012-03-30 01:51:25 +00:00
else if (event->type == MINUSKEY && event->val == KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
data->value = -data->value;
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
#ifdef USE_DRAG_MULTINUM
copy_v2_v2_int(data->multi_data.drag_start, &event->x);
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY || event->type == RIGHTMOUSE) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
if (data->dragchange) {
#ifdef USE_DRAG_MULTINUM
/* if we started multibutton but didnt drag, then edit */
if (data->multi_data.init == BUTTON_MULTI_INIT_SETUP) {
click = 1;
}
else
#endif
{
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else {
2012-03-30 01:51:25 +00:00
click = 1;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (event->type == MOUSEMOVE) {
const enum eSnapType snap = ui_event_to_snap(event);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
float fac;
#ifdef USE_DRAG_MULTINUM
data->multi_data.drag_dir[0] += abs(data->draglastx - mx);
data->multi_data.drag_dir[1] += abs(data->draglasty - my);
#endif
2012-03-30 01:51:25 +00:00
fac = 1.0f;
if (event->shift) fac /= 10.0f;
2012-09-17 01:42:47 +00:00
if (event->alt) fac /= 20.0f;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (ui_numedit_but_NUM(but, data, (ui_but_is_cursor_warp(but) ? screen_mx : mx), snap, fac))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
#ifdef USE_DRAG_MULTINUM
else if (data->multi_data.has_mbuts) {
if (data->multi_data.init == BUTTON_MULTI_INIT_ENABLE) {
ui_multibut_states_apply(C, data, block);
}
}
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_TEXT_EDITING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit(C, block, but, data, event);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
else if (data->state == BUTTON_STATE_TEXT_SELECTING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit_select(C, block, but, data, event);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
if (click) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* we can click on the side arrows to increment/decrement,
* or click inside to edit the value directly */
float tempf, softmin, softmax;
float handlewidth;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
int temp;
2012-03-30 01:51:25 +00:00
softmin = but->softmin;
softmax = but->softmax;
2014-02-19 08:02:59 +11:00
handlewidth = min_ff(BLI_rctf_size_x(&but->rect) / 3, BLI_rctf_size_y(&but->rect));
if (!ui_but_is_float(but)) {
if (mx < (but->rect.xmin + handlewidth)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
temp = (int)data->value - 1;
if (temp >= softmin && temp <= softmax)
data->value = (double)temp;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
else
data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else if (mx > (but->rect.xmax - handlewidth)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
temp = (int)data->value + 1;
if (temp >= softmin && temp <= softmax)
data->value = (double)temp;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
else
data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
2012-09-17 01:42:47 +00:00
else {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-09-17 01:42:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
if (mx < (but->rect.xmin + handlewidth)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
tempf = (float)data->value - 0.01f * but->a1;
if (tempf < softmin) tempf = softmin;
2012-03-30 01:51:25 +00:00
data->value = tempf;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else if (mx > but->rect.xmax - handlewidth) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
tempf = (float)data->value + 0.01f * but->a1;
if (tempf > softmax) tempf = softmax;
2012-03-30 01:51:25 +00:00
data->value = tempf;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
2012-09-17 01:42:47 +00:00
else {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-09-17 01:42:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
data->draglastx = mx;
data->draglasty = my;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static bool ui_numedit_but_SLI(uiBut *but, uiHandleButtonData *data,
int mx, const bool is_horizontal,
const bool snap, const bool shift)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
float deler, f, tempf, softmin, softmax, softrange;
int temp, lvalue;
bool changed = false;
float mx_fl, my_fl;
/* note, 'offs' is really from the widget drawing rounded corners see 'widget_numslider' */
float offs;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
softmin = but->softmin;
softmax = but->softmax;
softrange = softmax - softmin;
/* yes, 'mx' as both x/y is intentional */
ui_mouse_scale_warp(data, mx, mx, &mx_fl, &my_fl, shift);
if (but->type == UI_BTYPE_NUM_SLIDER) {
offs = (BLI_rctf_size_y(&but->rect) / 2.0f);
deler = BLI_rctf_size_x(&but->rect) - offs;
2012-09-17 01:42:47 +00:00
}
else if (but->type == UI_BTYPE_SCROLL) {
const float size = (is_horizontal) ? BLI_rctf_size_x(&but->rect) : -BLI_rctf_size_y(&but->rect);
2012-03-30 01:51:25 +00:00
deler = size * (but->softmax - but->softmin) / (but->softmax - but->softmin + but->a1);
offs = 0.0;
}
2012-09-17 01:42:47 +00:00
else {
offs = (BLI_rctf_size_y(&but->rect) / 2.0f);
deler = (BLI_rctf_size_x(&but->rect) - offs);
2012-09-17 01:42:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
f = (mx_fl - data->dragstartx) / deler + data->dragfstart;
CLAMP(f, 0.0f, 1.0f);
/* deal with mouse correction */
#ifdef USE_CONT_MOUSE_CORRECT
if (ui_but_is_cursor_warp(but)) {
/* OK but can go outside bounds */
if (is_horizontal) {
data->ungrab_mval[0] = (but->rect.xmin + offs) + (f * deler);
data->ungrab_mval[1] = BLI_rctf_cent_y(&but->rect);
}
else {
data->ungrab_mval[1] = (but->rect.ymin + offs) + (f * deler);
data->ungrab_mval[0] = BLI_rctf_cent_x(&but->rect);
}
BLI_rctf_clamp_pt_v(&but->rect, data->ungrab_mval);
}
#endif
/* done correcting mouse */
2012-03-30 01:51:25 +00:00
tempf = softmin + f * softrange;
temp = floorf(tempf + 0.5f);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (snap) {
2012-09-17 01:42:47 +00:00
if (tempf == softmin || tempf == softmax) {
/* pass */
}
else if (ui_but_is_float(but)) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (shift) {
2012-09-17 01:42:47 +00:00
if (tempf == softmin || tempf == softmax) {}
2012-03-30 01:51:25 +00:00
else if (softmax - softmin < 2.10f) tempf = 0.01f * floorf(100.0f * tempf);
2012-09-17 01:42:47 +00:00
else if (softmax - softmin < 21.0f) tempf = 0.1f * floorf(10.0f * tempf);
else tempf = floorf(tempf);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
2012-09-17 01:42:47 +00:00
if (softmax - softmin < 2.10f) tempf = 0.1f * floorf(10.0f * tempf);
2012-03-30 01:51:25 +00:00
else if (softmax - softmin < 21.0f) tempf = floorf(tempf);
2012-09-17 01:42:47 +00:00
else tempf = 10.0f * floorf(tempf / 10.0f);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else {
2012-03-30 01:51:25 +00:00
temp = 10 * (temp / 10);
tempf = temp;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
if (!ui_but_is_float(but)) {
2012-03-30 01:51:25 +00:00
lvalue = floor(data->value + 0.5);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
CLAMP(temp, softmin, softmax);
if (temp != lvalue) {
2012-03-30 01:51:25 +00:00
data->value = temp;
data->dragchange = true;
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else {
CLAMP(tempf, softmin, softmax);
if (tempf != (float)data->value) {
2012-03-30 01:51:25 +00:00
data->value = tempf;
data->dragchange = true;
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
return changed;
}
static int ui_do_but_SLI(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
int mx, my, click = 0;
int retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
int type = event->type, val = event->val;
if (type == MOUSEPAN) {
ui_pan_to_scroll(event, &type, &val);
}
/* XXX hardcoded keymap check.... */
if (type == MOUSEPAN && event->alt)
retval = WM_UI_HANDLER_BREAK; /* allow accumulating values, otherwise scrolling gets preference */
else if (type == WHEELDOWNMOUSE && event->alt) {
mx = but->rect.xmin;
2012-03-30 01:51:25 +00:00
click = 2;
}
else if (type == WHEELUPMOUSE && event->alt) {
mx = but->rect.xmax;
2012-03-30 01:51:25 +00:00
click = 2;
}
2012-03-30 01:51:25 +00:00
else if (event->val == KM_PRESS) {
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->ctrl) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
/* alt-click on sides to get "arrows" like in UI_BTYPE_NUM buttons, and match wheel usage above */
else if (event->type == LEFTMOUSE && event->alt) {
int halfpos = BLI_rctf_cent_x(&but->rect);
click = 2;
if (mx < halfpos)
mx = but->rect.xmin;
else
mx = but->rect.xmax;
}
else if (event->type == LEFTMOUSE) {
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->draglastx = mx;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
2012-09-17 01:42:47 +00:00
else if (ELEM(event->type, PADENTER, RETKEY) && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
click = 1;
2012-09-17 01:42:47 +00:00
}
2012-03-30 01:51:25 +00:00
else if (event->type == MINUSKEY && event->val == KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
data->value = -data->value;
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
#ifdef USE_DRAG_MULTINUM
copy_v2_v2_int(data->multi_data.drag_start, &event->x);
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY || event->type == RIGHTMOUSE) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
if (data->dragchange) {
#ifdef USE_DRAG_MULTINUM
/* if we started multibutton but didnt drag, then edit */
if (data->multi_data.init == BUTTON_MULTI_INIT_SETUP) {
click = 1;
}
else
#endif
{
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else {
2012-03-30 01:51:25 +00:00
click = 1;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (event->type == MOUSEMOVE) {
#ifdef USE_DRAG_MULTINUM
data->multi_data.drag_dir[0] += abs(data->draglastx - mx);
data->multi_data.drag_dir[1] += abs(data->draglasty - my);
#endif
if (ui_numedit_but_SLI(but, data, mx, true, event->ctrl != 0, event->shift != 0))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
#ifdef USE_DRAG_MULTINUM
else if (data->multi_data.has_mbuts) {
if (data->multi_data.init == BUTTON_MULTI_INIT_ENABLE) {
ui_multibut_states_apply(C, data, block);
}
}
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_TEXT_EDITING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit(C, block, but, data, event);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
else if (data->state == BUTTON_STATE_TEXT_SELECTING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_do_but_textedit_select(C, block, but, data, event);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (click) {
2012-03-30 01:51:25 +00:00
if (click == 2) {
/* nudge slider to the left or right */
float f, tempf, softmin, softmax, softrange;
int temp;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
softmin = but->softmin;
softmax = but->softmax;
softrange = softmax - softmin;
2012-03-30 01:51:25 +00:00
tempf = data->value;
temp = (int)data->value;
#if 0
2012-03-30 01:51:25 +00:00
if (but->type == SLI) {
f = (float)(mx - but->rect.xmin) / (BLI_rctf_size_x(&but->rect)); /* same as below */
}
else
#endif
{
f = (float)(mx - but->rect.xmin) / (BLI_rctf_size_x(&but->rect));
}
2012-03-30 01:51:25 +00:00
f = softmin + f * softrange;
if (!ui_but_is_float(but)) {
2012-03-30 01:51:25 +00:00
if (f < temp) temp--;
else temp++;
2012-03-30 01:51:25 +00:00
if (temp >= softmin && temp <= softmax)
data->value = temp;
else
data->cancel = true;
}
else {
2012-03-30 01:51:25 +00:00
if (f < tempf) tempf -= 0.01f;
else tempf += 0.01f;
2012-03-30 01:51:25 +00:00
if (tempf >= softmin && tempf <= softmax)
data->value = tempf;
else
data->cancel = true;
}
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
else {
/* edit the value directly */
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
data->draglastx = mx;
data->draglasty = my;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_do_but_SCROLL(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
int mx, my /*, click = 0 */;
2012-03-30 01:51:25 +00:00
int retval = WM_UI_HANDLER_CONTINUE;
bool horizontal = (BLI_rctf_size_x(&but->rect) > BLI_rctf_size_y(&but->rect));
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS) {
if (event->type == LEFTMOUSE) {
if (horizontal) {
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->draglastx = mx;
}
else {
2012-03-30 01:51:25 +00:00
data->dragstartx = my;
data->draglastx = my;
}
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
2011-08-07 04:22:33 +00:00
/* UNUSED - otherwise code is ok, add back if needed */
#if 0
2012-03-30 01:51:25 +00:00
else if (ELEM(event->type, PADENTER, RETKEY) && event->val == KM_PRESS)
click = 1;
#endif
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else if (event->type == MOUSEMOVE) {
if (ui_numedit_but_SLI(but, data, (horizontal) ? mx : my, horizontal, false, false))
ui_numedit_apply(C, block, but, data);
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
return retval;
}
static int ui_do_but_GRIP(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
int mx, my;
int retval = WM_UI_HANDLER_CONTINUE;
const bool horizontal = (BLI_rctf_size_x(&but->rect) < BLI_rctf_size_y(&but->rect));
/* Note: Having to store org point in window space and recompute it to block "space" each time
* is not ideal, but this is a way to hack around behavior of ui_window_to_block(), which
* returns different results when the block is inside a panel or not...
* See T37739.
*/
mx = event->x;
my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->val == KM_PRESS) {
if (event->type == LEFTMOUSE) {
data->dragstartx = event->x;
data->dragstarty = event->y;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
retval = WM_UI_HANDLER_BREAK;
}
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else if (event->type == MOUSEMOVE) {
int dragstartx = data->dragstartx;
int dragstarty = data->dragstarty;
ui_window_to_block(data->region, block, &dragstartx, &dragstarty);
data->value = data->origvalue + (horizontal ? mx - dragstartx : dragstarty - my);
ui_numedit_apply(C, block, but, data);
}
retval = WM_UI_HANDLER_BREAK;
}
return retval;
}
static int ui_do_but_LISTROW(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
/* hack to pass on ctrl+click and double click to overlapping text
* editing field for editing list item names
*/
if ((ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS && event->ctrl) ||
2013-11-25 11:00:55 +11:00
(event->type == LEFTMOUSE && event->val == KM_DBL_CLICK))
{
uiBut *labelbut = ui_but_list_row_text_activate(C, but, data, event, BUTTON_ACTIVATE_TEXT_EDITING);
if (labelbut) {
/* Nothing else to do. */
return WM_UI_HANDLER_BREAK;
}
}
}
return ui_do_but_EXIT(C, but, data, event);
}
static int ui_do_but_BLOCK(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
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
/* first handle click on icondrag type button */
if (event->type == LEFTMOUSE && but->dragpoin && event->val == KM_PRESS) {
if (ui_but_contains_point_px_icon(but, data->region, event)) {
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
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
2012-03-30 01:51:25 +00:00
data->dragstartx = event->x;
data->dragstarty = event->y;
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
return WM_UI_HANDLER_BREAK;
}
}
2013-02-25 23:27:32 +00:00
#ifdef USE_DRAG_TOGGLE
if (event->type == LEFTMOUSE && event->val == KM_PRESS && (ui_but_is_drag_toggle(but))) {
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_BREAK;
}
2013-02-25 23:27:32 +00:00
#endif
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
/* regular open menu */
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
return WM_UI_HANDLER_BREAK;
}
else if (but->type == UI_BTYPE_MENU) {
if (ELEM(event->type, WHEELDOWNMOUSE, WHEELUPMOUSE) && event->alt) {
const int direction = (event->type == WHEELDOWNMOUSE) ? -1 : 1;
data->value = ui_but_menu_step(but, direction);
button_activate_state(C, but, BUTTON_STATE_EXIT);
ui_apply_but(C, but->block, but, data, true);
/* button's state need to be changed to EXIT so moving mouse away from this mouse wouldn't lead
2012-03-01 12:20:18 +00:00
* to cancel changes made to this button, but changing state to EXIT also makes no button active for
* a while which leads to triggering operator when doing fast scrolling mouse wheel.
* using post activate stuff from button allows to make button be active again after checking for all
2012-03-08 04:12:11 +00:00
* all that mouse leave and cancel stuff, so quick scroll wouldn't be an issue anymore.
* same goes for scrolling wheel in another direction below (sergey)
*/
2012-03-30 01:51:25 +00:00
data->postbut = but;
data->posttype = BUTTON_ACTIVATE_OVER;
/* without this, a new interface that draws as result of the menu change
* won't register that the mouse is over it, eg:
* Alt+MouseWheel over the render slots, without this,
* the slot menu fails to switch a second time.
*
2012-08-24 23:22:34 +00:00
* The active state of the button could be maintained some other way
* and remove this mousemove event.
*/
WM_event_add_mousemove(C);
return WM_UI_HANDLER_BREAK;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_WAIT_DRAG) {
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
/* this function also ends state */
if (ui_but_drag_init(C, but, data, event)) {
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
return WM_UI_HANDLER_BREAK;
}
/* outside icon quit, not needed if drag activated */
if (0 == ui_but_contains_point_px_icon(but, data->region, event)) {
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
button_activate_state(C, but, BUTTON_STATE_EXIT);
data->cancel = true;
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
return WM_UI_HANDLER_BREAK;
}
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
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
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
return WM_UI_HANDLER_BREAK;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static bool ui_numedit_but_UNITVEC(uiBut *but, uiHandleButtonData *data,
int mx, int my,
const enum eSnapType snap)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
float dx, dy, rad, radsq, mrad, *fp;
int mdx, mdy;
bool changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* button is presumed square */
/* if mouse moves outside of sphere, it does negative normal */
/* note that both data->vec and data->origvec should be normalized
2012-03-08 04:12:11 +00:00
* else we'll get a harmless but annoying jump when first clicking */
2012-03-30 01:51:25 +00:00
fp = data->origvec;
rad = BLI_rctf_size_x(&but->rect);
2012-03-30 01:51:25 +00:00
radsq = rad * rad;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
if (fp[2] > 0.0f) {
mdx = (rad * fp[0]);
mdy = (rad * fp[1]);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
else if (fp[2] > -1.0f) {
mrad = rad / sqrtf(fp[0] * fp[0] + fp[1] * fp[1]);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mdx = 2.0f * mrad * fp[0] - (rad * fp[0]);
mdy = 2.0f * mrad * fp[1] - (rad * fp[1]);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-09-17 01:42:47 +00:00
else {
mdx = mdy = 0;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
dx = (float)(mx + mdx - data->dragstartx);
dy = (float)(my + mdy - data->dragstarty);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
fp = data->vec;
mrad = dx * dx + dy * dy;
if (mrad < radsq) { /* inner circle */
fp[0] = dx;
fp[1] = dy;
fp[2] = sqrtf(radsq - dx * dx - dy * dy);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
else { /* outer circle */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mrad = rad / sqrtf(mrad); // veclen
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
dx *= (2.0f * mrad - 1.0f);
dy *= (2.0f * mrad - 1.0f);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mrad = dx * dx + dy * dy;
if (mrad < radsq) {
2012-03-30 01:51:25 +00:00
fp[0] = dx;
fp[1] = dy;
fp[2] = -sqrtf(radsq - dx * dx - dy * dy);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
normalize_v3(fp);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (snap != SNAP_OFF) {
const int snap_steps = (snap == SNAP_ON) ? 4 : 12; /* 45 or 15 degree increments */
const float snap_steps_angle = M_PI / snap_steps;
float angle, angle_snap;
int i;
/* round each axis of 'fp' to the next increment
* do this in "angle" space - this gives increments of same size */
for (i = 0; i < 3; i++) {
angle = asinf(fp[i]);
angle_snap = floorf(0.5f + (angle / snap_steps_angle)) * snap_steps_angle;
fp[i] = sinf(angle_snap);
}
normalize_v3(fp);
changed = !compare_v3v3(fp, data->origvec, FLT_EPSILON);
}
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
}
static void ui_palette_set_active(uiBut *but)
{
if ((int)(but->a1) == UI_PALETTE_COLOR) {
Palette *palette = but->rnapoin.id.data;
PaletteColor *color = but->rnapoin.data;
palette->active_color = BLI_findindex(&palette->colors, color);
}
}
static int ui_do_but_COLOR(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
if (data->state == BUTTON_STATE_HIGHLIGHT) {
/* first handle click on icondrag type button */
if (event->type == LEFTMOUSE && but->dragpoin && event->val == KM_PRESS) {
ui_palette_set_active(but);
if (ui_but_contains_point_px_icon(but, data->region, event)) {
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_BREAK;
}
}
#ifdef USE_DRAG_TOGGLE
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
ui_palette_set_active(but);
button_activate_state(C, but, BUTTON_STATE_WAIT_DRAG);
data->dragstartx = event->x;
data->dragstarty = event->y;
return WM_UI_HANDLER_BREAK;
}
#endif
/* regular open menu */
if (ELEM(event->type, LEFTMOUSE, PADENTER, RETKEY) && event->val == KM_PRESS) {
ui_palette_set_active(but);
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
return WM_UI_HANDLER_BREAK;
}
else if (ELEM(event->type, MOUSEPAN, WHEELDOWNMOUSE, WHEELUPMOUSE) && event->alt) {
ColorPicker *cpicker = but->custom_data;
float hsv_static[3] = {0.0f};
float *hsv = cpicker ? cpicker->color_data : hsv_static;
float col[3];
ui_but_v3_get(but, col);
rgb_to_hsv_compat_v(col, hsv);
if (event->type == WHEELDOWNMOUSE)
hsv[2] = CLAMPIS(hsv[2] - 0.05f, 0.0f, 1.0f);
else if (event->type == WHEELUPMOUSE)
hsv[2] = CLAMPIS(hsv[2] + 0.05f, 0.0f, 1.0f);
else {
float fac = 0.005 * (event->y - event->prevy);
hsv[2] = CLAMPIS(hsv[2] + fac, 0.0f, 1.0f);
}
hsv_to_rgb_v(hsv, data->vec);
ui_but_v3_set(but, data->vec);
button_activate_state(C, but, BUTTON_STATE_EXIT);
ui_apply_but(C, but->block, but, data, true);
return WM_UI_HANDLER_BREAK;
}
else if ((int)(but->a1) == UI_PALETTE_COLOR &&
event->type == DELKEY && event->val == KM_PRESS)
{
Palette *palette = but->rnapoin.id.data;
PaletteColor *color = but->rnapoin.data;
BKE_palette_color_remove(palette, color);
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_WAIT_DRAG) {
/* this function also ends state */
if (ui_but_drag_init(C, but, data, event)) {
return WM_UI_HANDLER_BREAK;
}
/* outside icon quit, not needed if drag activated */
if (0 == ui_but_contains_point_px_icon(but, data->region, event)) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
data->cancel = true;
return WM_UI_HANDLER_BREAK;
}
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
if ((int)(but->a1) == UI_PALETTE_COLOR) {
2014-07-21 20:23:17 +10:00
if (!event->ctrl) {
float color[3];
Scene *scene = CTX_data_scene(C);
Paint *paint = BKE_paint_get_active(scene);
Brush *brush = BKE_paint_brush(paint);
if (brush->flag & BRUSH_USE_GRADIENT) {
float *target = &brush->gradient->data[brush->gradient->cur].r;
if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR_GAMMA) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, target);
ui_block_cm_to_scene_linear_v3(but->block, target);
}
else if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, target);
}
}
else {
if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR_GAMMA) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, color);
BKE_brush_color_set(scene, brush, color);
}
else if (but->rnaprop && RNA_property_subtype(but->rnaprop) == PROP_COLOR) {
RNA_property_float_get_array(&but->rnapoin, but->rnaprop, color);
ui_block_cm_to_display_space_v3(but->block, color);
BKE_brush_color_set(scene, brush, color);
}
}
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else {
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
}
}
else {
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
}
return WM_UI_HANDLER_BREAK;
}
}
return WM_UI_HANDLER_CONTINUE;
}
static int ui_do_but_UNITVEC(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
const enum eSnapType snap = ui_event_to_snap(event);
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_UNITVEC(but, data, mx, my, snap))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
const enum eSnapType snap = ui_event_to_snap(event);
if (ui_numedit_but_UNITVEC(but, data, mx, my, snap))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-09-17 01:42:47 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* scales a vector so no axis exceeds max
* (could become BLI_math func) */
static void clamp_axis_max_v3(float v[3], const float max)
{
const float v_max = max_fff(v[0], v[1], v[2]);
if (v_max > max) {
mul_v3_fl(v, max / v_max);
if (v[0] > max) v[0] = max;
if (v[1] > max) v[1] = max;
if (v[2] > max) v[2] = max;
}
}
static void ui_rgb_to_color_picker_HSVCUBE_compat_v(uiBut *but, const float rgb[3], float hsv[3])
{
if (but->a1 == UI_GRAD_L_ALT)
rgb_to_hsl_compat_v(rgb, hsv);
else
rgb_to_hsv_compat_v(rgb, hsv);
}
static void ui_rgb_to_color_picker_HSVCUBE_v(uiBut *but, const float rgb[3], float hsv[3])
{
if (but->a1 == UI_GRAD_L_ALT)
rgb_to_hsl_v(rgb, hsv);
else
rgb_to_hsv_v(rgb, hsv);
}
static void ui_color_picker_to_rgb_HSVCUBE_v(uiBut *but, const float hsv[3], float rgb[3])
{
if (but->a1 == UI_GRAD_L_ALT)
hsl_to_rgb_v(hsv, rgb);
else
hsv_to_rgb_v(hsv, rgb);
}
static bool ui_numedit_but_HSVCUBE(uiBut *but, uiHandleButtonData *data,
int mx, int my,
const enum eSnapType snap, const bool shift)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
float rgb[3];
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
float x, y;
float mx_fl, my_fl;
bool changed = true;
bool use_display_colorspace = ui_but_is_colorpicker_display_space(but);
ui_mouse_scale_warp(data, mx, my, &mx_fl, &my_fl, shift);
#ifdef USE_CONT_MOUSE_CORRECT
if (ui_but_is_cursor_warp(but)) {
/* OK but can go outside bounds */
data->ungrab_mval[0] = mx_fl;
data->ungrab_mval[1] = my_fl;
BLI_rctf_clamp_pt_v(&but->rect, data->ungrab_mval);
}
#endif
ui_but_v3_get(but, rgb);
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgb);
ui_rgb_to_color_picker_HSVCUBE_compat_v(but, rgb, hsv);
/* only apply the delta motion, not absolute */
if (shift) {
rcti rect_i;
float xpos, ypos, hsvo[3];
BLI_rcti_rctf_copy(&rect_i, &but->rect);
/* calculate original hsv again */
copy_v3_v3(rgb, data->origvec);
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgb);
copy_v3_v3(hsvo, hsv);
ui_rgb_to_color_picker_HSVCUBE_compat_v(but, rgb, hsvo);
/* and original position */
ui_hsvcube_pos_from_vals(but, &rect_i, hsvo, &xpos, &ypos);
mx_fl = xpos - (data->dragstartx - mx_fl);
my_fl = ypos - (data->dragstarty - my_fl);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* relative position within box */
x = ((float)mx_fl - but->rect.xmin) / BLI_rctf_size_x(&but->rect);
y = ((float)my_fl - but->rect.ymin) / BLI_rctf_size_y(&but->rect);
CLAMP(x, 0.0f, 1.0f);
CLAMP(y, 0.0f, 1.0f);
2012-03-30 01:51:25 +00:00
switch ((int)but->a1) {
case UI_GRAD_SV:
hsv[2] = x;
hsv[1] = y;
break;
case UI_GRAD_HV:
hsv[0] = x;
hsv[2] = y;
break;
case UI_GRAD_HS:
hsv[0] = x;
hsv[1] = y;
break;
case UI_GRAD_H:
hsv[0] = x;
break;
case UI_GRAD_S:
hsv[1] = x;
break;
case UI_GRAD_V:
hsv[2] = x;
break;
case UI_GRAD_L_ALT:
Fix T39228 Gamma/lift/gain are burned out in the circular color pickers and value/lightness slider stops midway. Issue here is manyfold: Color wheel does not support properties with different soft min/max values than 1.0 (which after experimenting a little I left as is), and also color management is completely destroying the mapping between the value slider and the RNA property value range. To solve this I have disabled color management by setting the property to gamma corrected (only in RNA, Sequence editor coders please check!), otherwise it will just become a big mess of tracking where color comes from and what kind of color transforms it needs in different color pickers (if property has non normalized range etc). HSL is not really meant to represent colors outside a normalized space so I have disabled setting lightness above 1.0 in this model. This will work, however it is hacking a color picker to do something other than what it is supposed to do: pick a color from the screen accurately. Which means normalized values always. The non normalized colors picked for lift/gain/gamma through the pickers do not correspond to any accurate colors; they are rather a user friendly way to 'sort of' choose a color and a gamma with an indication of maximum value. I think that lift/gamma/gain nodes need a dedicated widget for this (besides it is quite clear that some options are written for that use case) -or- a separate gamma multiplier for the picked color (which should itself be in a normalized space)
2014-03-18 01:08:24 +02:00
hsv[2] = y;
break;
case UI_GRAD_V_ALT:
2012-03-30 01:51:25 +00:00
/* vertical 'value' strip */
/* exception only for value strip - use the range set in but->min/max */
hsv[2] = y * (but->softmax - but->softmin) + but->softmin;
break;
default:
BLI_assert(0);
break;
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (snap != SNAP_OFF) {
if (ELEM((int)but->a1, UI_GRAD_HV, UI_GRAD_HS, UI_GRAD_H)) {
ui_color_snap_hue(snap, &hsv[0]);
}
}
ui_color_picker_to_rgb_HSVCUBE_v(but, hsv, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (use_display_colorspace)
ui_block_cm_to_scene_linear_v3(but->block, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
/* clamp because with color conversion we can exceed range [#34295] */
Fix T39228 Gamma/lift/gain are burned out in the circular color pickers and value/lightness slider stops midway. Issue here is manyfold: Color wheel does not support properties with different soft min/max values than 1.0 (which after experimenting a little I left as is), and also color management is completely destroying the mapping between the value slider and the RNA property value range. To solve this I have disabled color management by setting the property to gamma corrected (only in RNA, Sequence editor coders please check!), otherwise it will just become a big mess of tracking where color comes from and what kind of color transforms it needs in different color pickers (if property has non normalized range etc). HSL is not really meant to represent colors outside a normalized space so I have disabled setting lightness above 1.0 in this model. This will work, however it is hacking a color picker to do something other than what it is supposed to do: pick a color from the screen accurately. Which means normalized values always. The non normalized colors picked for lift/gain/gamma through the pickers do not correspond to any accurate colors; they are rather a user friendly way to 'sort of' choose a color and a gamma with an indication of maximum value. I think that lift/gamma/gain nodes need a dedicated widget for this (besides it is quite clear that some options are written for that use case) -or- a separate gamma multiplier for the picked color (which should itself be in a normalized space)
2014-03-18 01:08:24 +02:00
if (but->a1 == UI_GRAD_V_ALT) {
clamp_axis_max_v3(rgb, but->softmax);
}
copy_v3_v3(data->vec, rgb);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
}
static void ui_ndofedit_but_HSVCUBE(uiBut *but, uiHandleButtonData *data,
const wmNDOFMotionData *ndof,
const enum eSnapType snap, const bool shift)
{
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
const float hsv_v_max = max_ff(hsv[2], but->softmax);
float rgb[3];
2011-11-11 12:00:08 +00:00
float sensitivity = (shift ? 0.15f : 0.3f) * ndof->dt;
bool use_display_colorspace = ui_but_is_colorpicker_display_space(but);
ui_but_v3_get(but, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
ui_rgb_to_color_picker_HSVCUBE_compat_v(but, rgb, hsv);
2012-03-30 01:51:25 +00:00
switch ((int)but->a1) {
case UI_GRAD_SV:
hsv[2] += ndof->rvec[2] * sensitivity;
hsv[1] += ndof->rvec[0] * sensitivity;
break;
case UI_GRAD_HV:
hsv[0] += ndof->rvec[2] * sensitivity;
hsv[2] += ndof->rvec[0] * sensitivity;
break;
case UI_GRAD_HS:
hsv[0] += ndof->rvec[2] * sensitivity;
hsv[1] += ndof->rvec[0] * sensitivity;
break;
case UI_GRAD_H:
hsv[0] += ndof->rvec[2] * sensitivity;
break;
case UI_GRAD_S:
hsv[1] += ndof->rvec[2] * sensitivity;
break;
case UI_GRAD_V:
hsv[2] += ndof->rvec[2] * sensitivity;
break;
case UI_GRAD_V_ALT:
case UI_GRAD_L_ALT:
/* vertical 'value' strip */
/* exception only for value strip - use the range set in but->min/max */
hsv[2] += ndof->rvec[0] * sensitivity;
CLAMP(hsv[2], but->softmin, but->softmax);
break;
default:
assert(!"invalid hsv type");
break;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (snap != SNAP_OFF) {
if (ELEM((int)but->a1, UI_GRAD_HV, UI_GRAD_HS, UI_GRAD_H)) {
ui_color_snap_hue(snap, &hsv[0]);
}
}
/* ndof specific: the changes above aren't clamping */
hsv_clamp_v(hsv, hsv_v_max);
ui_color_picker_to_rgb_HSVCUBE_v(but, hsv, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if (use_display_colorspace)
ui_block_cm_to_scene_linear_v3(but->block, rgb);
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
copy_v3_v3(data->vec, rgb);
ui_but_v3_set(but, data->vec);
}
static int ui_do_but_HSVCUBE(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
const enum eSnapType snap = ui_event_to_snap(event);
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_HSVCUBE(but, data, mx, my, snap, event->shift != 0))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (event->type == NDOF_MOTION) {
const wmNDOFMotionData *ndof = event->customdata;
const enum eSnapType snap = ui_event_to_snap(event);
ui_ndofedit_but_HSVCUBE(but, data, ndof, snap, event->shift != 0);
button_activate_state(C, but, BUTTON_STATE_EXIT);
ui_apply_but(C, but->block, but, data, true);
return WM_UI_HANDLER_BREAK;
}
/* XXX hardcoded keymap check.... */
else if (event->type == BACKSPACEKEY && event->val == KM_PRESS) {
if (ELEM(but->a1, UI_GRAD_V_ALT, UI_GRAD_L_ALT)) {
int len;
/* reset only value */
2012-03-30 01:51:25 +00:00
len = RNA_property_array_length(&but->rnapoin, but->rnaprop);
if (ELEM(len, 3, 4)) {
float rgb[3], def_hsv[3];
float def[4];
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
RNA_property_float_get_default_array(&but->rnapoin, but->rnaprop, def);
ui_rgb_to_color_picker_HSVCUBE_v(but, def, def_hsv);
ui_but_v3_get(but, rgb);
ui_rgb_to_color_picker_HSVCUBE_compat_v(but, rgb, hsv);
def_hsv[0] = hsv[0];
def_hsv[1] = hsv[1];
ui_color_picker_to_rgb_HSVCUBE_v(but, def_hsv, rgb);
ui_but_v3_set(but, rgb);
RNA_property_update(C, &but->rnapoin, but->rnaprop);
return WM_UI_HANDLER_BREAK;
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY || event->type == RIGHTMOUSE) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
const enum eSnapType snap = ui_event_to_snap(event);
if (ui_numedit_but_HSVCUBE(but, data, mx, my, snap, event->shift != 0))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-09-17 01:42:47 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static bool ui_numedit_but_HSVCIRCLE(uiBut *but, uiHandleButtonData *data,
float mx, float my,
const enum eSnapType snap, const bool shift)
{
rcti rect;
bool changed = true;
float mx_fl, my_fl;
float rgb[3];
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
bool use_display_colorspace = ui_but_is_colorpicker_display_space(but);
ui_mouse_scale_warp(data, mx, my, &mx_fl, &my_fl, shift);
#ifdef USE_CONT_MOUSE_CORRECT
if (ui_but_is_cursor_warp(but)) {
/* OK but can go outside bounds */
data->ungrab_mval[0] = mx_fl;
data->ungrab_mval[1] = my_fl;
{ /* clamp */
const float radius = min_ff(BLI_rctf_size_x(&but->rect), BLI_rctf_size_y(&but->rect)) / 2.0f;
const float cent[2] = {BLI_rctf_cent_x(&but->rect), BLI_rctf_cent_y(&but->rect)};
const float len = len_v2v2(cent, data->ungrab_mval);
if (len > radius) {
dist_ensure_v2_v2fl(data->ungrab_mval, cent, radius);
}
}
}
#endif
BLI_rcti_rctf_copy(&rect, &but->rect);
ui_but_v3_get(but, rgb);
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgb);
ui_rgb_to_color_picker_compat_v(rgb, hsv);
/* exception, when using color wheel in 'locked' value state:
* allow choosing a hue for black values, by giving a tiny increment */
if (but->flag & UI_BUT_COLOR_LOCK) {
if (U.color_picker_type == USER_CP_CIRCLE_HSV) { // lock
if (hsv[2] == 0.f) hsv[2] = 0.0001f;
}
else {
if (hsv[2] == 0.0f) hsv[2] = 0.0001f;
if (hsv[2] >= 0.9999f) hsv[2] = 0.9999f;
}
}
/* only apply the delta motion, not absolute */
if (shift) {
float xpos, ypos, hsvo[3], rgbo[3];
/* calculate original hsv again */
copy_v3_v3(hsvo, hsv);
copy_v3_v3(rgbo, data->origvec);
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgbo);
ui_rgb_to_color_picker_compat_v(rgbo, hsvo);
/* and original position */
ui_hsvcircle_pos_from_vals(but, &rect, hsvo, &xpos, &ypos);
mx_fl = xpos - (data->dragstartx - mx_fl);
my_fl = ypos - (data->dragstarty - my_fl);
}
ui_hsvcircle_vals_from_pos(hsv, hsv + 1, &rect, mx_fl, my_fl);
Fix T39228 Gamma/lift/gain are burned out in the circular color pickers and value/lightness slider stops midway. Issue here is manyfold: Color wheel does not support properties with different soft min/max values than 1.0 (which after experimenting a little I left as is), and also color management is completely destroying the mapping between the value slider and the RNA property value range. To solve this I have disabled color management by setting the property to gamma corrected (only in RNA, Sequence editor coders please check!), otherwise it will just become a big mess of tracking where color comes from and what kind of color transforms it needs in different color pickers (if property has non normalized range etc). HSL is not really meant to represent colors outside a normalized space so I have disabled setting lightness above 1.0 in this model. This will work, however it is hacking a color picker to do something other than what it is supposed to do: pick a color from the screen accurately. Which means normalized values always. The non normalized colors picked for lift/gain/gamma through the pickers do not correspond to any accurate colors; they are rather a user friendly way to 'sort of' choose a color and a gamma with an indication of maximum value. I think that lift/gamma/gain nodes need a dedicated widget for this (besides it is quite clear that some options are written for that use case) -or- a separate gamma multiplier for the picked color (which should itself be in a normalized space)
2014-03-18 01:08:24 +02:00
if ((but->flag & UI_BUT_COLOR_CUBIC) && (U.color_picker_type == USER_CP_CIRCLE_HSV))
2012-03-30 01:51:25 +00:00
hsv[1] = 1.0f - sqrt3f(1.0f - hsv[1]);
if (snap != SNAP_OFF) {
ui_color_snap_hue(snap, &hsv[0]);
}
ui_color_picker_to_rgb_v(hsv, rgb);
if ((but->flag & UI_BUT_VEC_SIZE_LOCK) && (rgb[0] || rgb[1] || rgb[2])) {
normalize_v3(rgb);
mul_v3_fl(rgb, but->a2);
}
if (use_display_colorspace)
ui_block_cm_to_scene_linear_v3(but->block, rgb);
ui_but_v3_set(but, rgb);
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
return changed;
}
static void ui_ndofedit_but_HSVCIRCLE(uiBut *but, uiHandleButtonData *data,
const wmNDOFMotionData *ndof,
const enum eSnapType snap, const bool shift)
{
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
bool use_display_colorspace = ui_but_is_colorpicker_display_space(but);
float rgb[3];
float phi, r /*, sqr */ /* UNUSED */, v[2];
float sensitivity = (shift ? 0.06f : 0.3f) * ndof->dt;
ui_but_v3_get(but, rgb);
if (use_display_colorspace)
ui_block_cm_to_display_space_v3(but->block, rgb);
ui_rgb_to_color_picker_compat_v(rgb, hsv);
2012-07-04 12:19:50 +00:00
/* Convert current color on hue/sat disc to circular coordinates phi, r */
2011-11-11 12:00:08 +00:00
phi = fmodf(hsv[0] + 0.25f, 1.0f) * -2.0f * (float)M_PI;
r = hsv[1];
2012-08-11 22:12:32 +00:00
/* sqr = r > 0.0f ? sqrtf(r) : 1; */ /* UNUSED */
/* Convert to 2d vectors */
v[0] = r * cosf(phi);
v[1] = r * sinf(phi);
/* Use ndof device y and x rotation to move the vector in 2d space */
v[0] += ndof->rvec[2] * sensitivity;
v[1] += ndof->rvec[0] * sensitivity;
/* convert back to polar coords on circle */
2012-03-30 01:51:25 +00:00
phi = atan2f(v[0], v[1]) / (2.0f * (float)M_PI) + 0.5f;
/* use ndof Y rotation to additionally rotate hue */
phi += ndof->rvec[1] * sensitivity * 0.5f;
r = len_v2(v);
/* convert back to hsv values, in range [0,1] */
hsv[0] = phi;
hsv[1] = r;
/* exception, when using color wheel in 'locked' value state:
* allow choosing a hue for black values, by giving a tiny increment */
if (but->flag & UI_BUT_COLOR_LOCK) {
if (U.color_picker_type == USER_CP_CIRCLE_HSV) { // lock
if (hsv[2] == 0.f) hsv[2] = 0.0001f;
}
else {
if (hsv[2] == 0.f) hsv[2] = 0.0001f;
if (hsv[2] == 1.f) hsv[2] = 0.9999f;
}
}
if (snap != SNAP_OFF) {
ui_color_snap_hue(snap, &hsv[0]);
}
hsv_clamp_v(hsv, FLT_MAX);
ui_color_picker_to_rgb_v(hsv, data->vec);
if ((but->flag & UI_BUT_VEC_SIZE_LOCK) && (data->vec[0] || data->vec[1] || data->vec[2])) {
normalize_v3(data->vec);
mul_v3_fl(data->vec, but->a2);
}
if (use_display_colorspace)
ui_block_cm_to_scene_linear_v3(but->block, data->vec);
ui_but_v3_set(but, data->vec);
}
static int ui_do_but_HSVCIRCLE(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
ColorPicker *cpicker = but->custom_data;
float *hsv = cpicker->color_data;
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
const enum eSnapType snap = ui_event_to_snap(event);
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_HSVCIRCLE(but, data, mx, my, snap, event->shift != 0))
ui_numedit_apply(C, block, but, data);
return WM_UI_HANDLER_BREAK;
}
else if (event->type == NDOF_MOTION) {
const enum eSnapType snap = ui_event_to_snap(event);
const wmNDOFMotionData *ndof = event->customdata;
ui_ndofedit_but_HSVCIRCLE(but, data, ndof, snap, event->shift != 0);
button_activate_state(C, but, BUTTON_STATE_EXIT);
ui_apply_but(C, but->block, but, data, true);
return WM_UI_HANDLER_BREAK;
}
/* XXX hardcoded keymap check.... */
else if (event->type == BACKSPACEKEY && event->val == KM_PRESS) {
int len;
/* reset only saturation */
2012-03-30 01:51:25 +00:00
len = RNA_property_array_length(&but->rnapoin, but->rnaprop);
if (len >= 3) {
float rgb[3], def_hsv[3];
float *def;
2012-03-30 01:51:25 +00:00
def = MEM_callocN(sizeof(float) * len, "reset_defaults - float");
RNA_property_float_get_default_array(&but->rnapoin, but->rnaprop, def);
ui_color_picker_to_rgb_v(def, def_hsv);
ui_but_v3_get(but, rgb);
ui_rgb_to_color_picker_compat_v(rgb, hsv);
def_hsv[0] = hsv[0];
def_hsv[2] = hsv[2];
hsv_to_rgb_v(def_hsv, rgb);
ui_but_v3_set(but, rgb);
RNA_property_update(C, &but->rnapoin, but->rnaprop);
MEM_freeN(def);
}
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY || event->type == RIGHTMOUSE) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
/* XXX hardcoded keymap check.... */
else if (event->type == WHEELDOWNMOUSE) {
2012-03-30 01:51:25 +00:00
hsv[2] = CLAMPIS(hsv[2] - 0.05f, 0.0f, 1.0f);
ui_but_hsv_set(but); /* converts to rgb */
ui_numedit_apply(C, block, but, data);
}
else if (event->type == WHEELUPMOUSE) {
2012-03-30 01:51:25 +00:00
hsv[2] = CLAMPIS(hsv[2] + 0.05f, 0.0f, 1.0f);
ui_but_hsv_set(but); /* converts to rgb */
ui_numedit_apply(C, block, but, data);
}
else if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
const enum eSnapType snap = ui_event_to_snap(event);
if (ui_numedit_but_HSVCIRCLE(but, data, mx, my, snap, event->shift != 0)) {
ui_numedit_apply(C, block, but, data);
}
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
static bool ui_numedit_but_COLORBAND(uiBut *but, uiHandleButtonData *data, int mx)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
float dx;
bool changed = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (data->draglastx == mx)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
if (data->coba->tot == 0)
return changed;
dx = ((float)(mx - data->draglastx)) / BLI_rctf_size_x(&but->rect);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
data->dragcbd->pos += dx;
CLAMP(data->dragcbd->pos, 0.0f, 1.0f);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
colorband_update_sort(data->coba);
2012-03-30 01:51:25 +00:00
data->dragcbd = data->coba->data + data->coba->cur; /* because qsort */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return changed;
}
static int ui_do_but_COLORBAND(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ColorBand *coba;
CBData *cbd;
2012-03-30 01:51:25 +00:00
int mx, my, a, xco, mindist = 12;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
coba = (ColorBand *)but->poin;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (event->ctrl) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* insert new key on mouse location */
float pos = ((float)(mx - but->rect.xmin)) / BLI_rctf_size_x(&but->rect);
colorband_element_add(coba, pos);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
else {
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* activate new key when mouse is close */
2012-03-30 01:51:25 +00:00
for (a = 0, cbd = coba->data; a < coba->tot; a++, cbd++) {
xco = but->rect.xmin + (cbd->pos * BLI_rctf_size_x(&but->rect));
2012-03-30 01:51:25 +00:00
xco = ABS(xco - mx);
if (a == coba->cur) xco += 5; // selected one disadvantage
if (xco < mindist) {
coba->cur = a;
mindist = xco;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
2012-03-30 01:51:25 +00:00
data->dragcbd = coba->data + coba->cur;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
if (ui_numedit_but_COLORBAND(but, data, mx))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-09-17 01:42:47 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static bool ui_numedit_but_CURVE(uiBlock *block, uiBut *but, uiHandleButtonData *data,
int evtx, int evty,
bool snap, const bool shift)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
CurveMapping *cumap = (CurveMapping *)but->poin;
CurveMap *cuma = cumap->cm + cumap->cur;
CurveMapPoint *cmp = cuma->curve;
float fx, fy, zoomx, zoomy;
int mx, my, dragx, dragy;
int a;
bool changed = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* evtx evty and drag coords are absolute mousecoords, prevents errors when editing when layout changes */
mx = evtx;
my = evty;
ui_window_to_block(data->region, block, &mx, &my);
dragx = data->draglastx;
dragy = data->draglasty;
ui_window_to_block(data->region, block, &dragx, &dragy);
zoomx = BLI_rctf_size_x(&but->rect) / BLI_rctf_size_x(&cumap->curr);
zoomy = BLI_rctf_size_y(&but->rect) / BLI_rctf_size_y(&cumap->curr);
if (snap) {
float d[2];
2012-03-30 01:51:25 +00:00
d[0] = mx - data->dragstartx;
d[1] = my - data->dragstarty;
if (len_squared_v2(d) < (3.0f * 3.0f))
snap = false;
}
if (data->dragsel != -1) {
CurveMapPoint *cmp_last = NULL;
const float mval_factor = ui_mouse_scale_warp_factor(shift);
bool moved_point = false; /* for ctrl grid, can't use orig coords because of sorting */
fx = (mx - dragx) / zoomx;
fy = (my - dragy) / zoomy;
fx *= mval_factor;
fy *= mval_factor;
2012-03-30 01:51:25 +00:00
for (a = 0; a < cuma->totpoint; a++) {
if (cmp[a].flag & CUMA_SELECT) {
2012-03-30 01:51:25 +00:00
float origx = cmp[a].x, origy = cmp[a].y;
cmp[a].x += fx;
cmp[a].y += fy;
if (snap) {
2012-03-30 01:51:25 +00:00
cmp[a].x = 0.125f * floorf(0.5f + 8.0f * cmp[a].x);
cmp[a].y = 0.125f * floorf(0.5f + 8.0f * cmp[a].y);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
if (cmp[a].x != origx || cmp[a].y != origy)
moved_point = true;
cmp_last = &cmp[a];
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
curvemapping_changed(cumap, false);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (moved_point) {
data->draglastx = evtx;
data->draglasty = evty;
changed = true;
#ifdef USE_CONT_MOUSE_CORRECT
/* note: using 'cmp_last' is weak since there may be multiple points selected,
* but in practice this isnt really an issue */
if (ui_but_is_cursor_warp(but)) {
/* OK but can go outside bounds */
data->ungrab_mval[0] = but->rect.xmin + ((cmp_last->x - cumap->curr.xmin) * zoomx);
data->ungrab_mval[1] = but->rect.ymin + ((cmp_last->y - cumap->curr.ymin) * zoomy);
BLI_rctf_clamp_pt_v(&but->rect, data->ungrab_mval);
}
#endif
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
data->dragchange = true; /* mark for selection */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
fx = (mx - dragx) / zoomx;
fy = (my - dragy) / zoomy;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* clamp for clip */
if (cumap->flag & CUMA_DO_CLIP) {
2012-03-30 01:51:25 +00:00
if (cumap->curr.xmin - fx < cumap->clipr.xmin)
fx = cumap->curr.xmin - cumap->clipr.xmin;
else if (cumap->curr.xmax - fx > cumap->clipr.xmax)
fx = cumap->curr.xmax - cumap->clipr.xmax;
if (cumap->curr.ymin - fy < cumap->clipr.ymin)
fy = cumap->curr.ymin - cumap->clipr.ymin;
else if (cumap->curr.ymax - fy > cumap->clipr.ymax)
fy = cumap->curr.ymax - cumap->clipr.ymax;
}
cumap->curr.xmin -= fx;
cumap->curr.ymin -= fy;
cumap->curr.xmax -= fx;
cumap->curr.ymax -= fy;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
data->draglastx = evtx;
data->draglasty = evty;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
return changed;
}
static int ui_do_but_CURVE(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
int mx, my, a;
bool changed = false;
Scene *scene = CTX_data_scene(C);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
CurveMapping *cumap = (CurveMapping *)but->poin;
CurveMap *cuma = cumap->cm + cumap->cur;
CurveMapPoint *cmp;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
float fx, fy, zoomx, zoomy, offsx, offsy;
2012-03-30 01:51:25 +00:00
float dist, mindist = 200.0f; // 14 pixels radius
int sel = -1;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
zoomx = BLI_rctf_size_x(&but->rect) / BLI_rctf_size_x(&cumap->curr);
zoomy = BLI_rctf_size_y(&but->rect) / BLI_rctf_size_y(&cumap->curr);
2012-03-30 01:51:25 +00:00
offsx = cumap->curr.xmin;
offsy = cumap->curr.ymin;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (event->ctrl) {
fx = ((float)mx - but->rect.xmin) / zoomx + offsx;
fy = ((float)my - but->rect.ymin) / zoomy + offsy;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
curvemap_insert(cuma, fx, fy);
curvemapping_changed(cumap, false);
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* check for selecting of a point */
2012-03-30 01:51:25 +00:00
cmp = cuma->curve; /* ctrl adds point, new malloc */
for (a = 0; a < cuma->totpoint; a++) {
fx = but->rect.xmin + zoomx * (cmp[a].x - offsx);
fy = but->rect.ymin + zoomy * (cmp[a].y - offsy);
2012-03-30 01:51:25 +00:00
dist = (fx - mx) * (fx - mx) + (fy - my) * (fy - my);
if (dist < mindist) {
2012-03-30 01:51:25 +00:00
sel = a;
mindist = dist;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
if (sel == -1) {
int i;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* if the click didn't select anything, check if it's clicked on the
* curve itself, and if so, add a point */
fx = ((float)mx - but->rect.xmin) / zoomx + offsx;
fy = ((float)my - but->rect.ymin) / zoomy + offsy;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
cmp = cuma->table;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* loop through the curve segment table and find what's near the mouse.
* 0.05 is kinda arbitrary, but seems to be what works nicely. */
2012-03-30 01:51:25 +00:00
for (i = 0; i <= CM_TABLE; i++) {
if ((fabsf(fx - cmp[i].x) < 0.05f) &&
(fabsf(fy - cmp[i].y) < 0.05f))
{
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
curvemap_insert(cuma, fx, fy);
curvemapping_changed(cumap, false);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
changed = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* reset cmp back to the curve points again, rather than drawing segments */
2012-03-30 01:51:25 +00:00
cmp = cuma->curve;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* find newly added point and make it 'sel' */
2012-03-30 01:51:25 +00:00
for (a = 0; a < cuma->totpoint; a++)
if (cmp[a].x == fx)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
sel = a;
break;
}
}
}
2012-03-30 01:51:25 +00:00
if (sel != -1) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* ok, we move a point */
/* deselect all if this one is deselect. except if we hold shift */
if (!event->shift) {
2012-09-17 01:42:47 +00:00
for (a = 0; a < cuma->totpoint; a++) {
cmp[a].flag &= ~CUMA_SELECT;
2012-09-17 01:42:47 +00:00
}
cmp[sel].flag |= CUMA_SELECT;
}
2012-09-17 01:42:47 +00:00
else {
cmp[sel].flag ^= CUMA_SELECT;
2012-09-17 01:42:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
/* move the view */
data->cancel = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
data->dragsel = sel;
data->dragstartx = event->x;
data->dragstarty = event->y;
data->draglastx = event->x;
data->draglasty = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == MOUSEMOVE) {
if (event->x != data->draglastx || event->y != data->draglasty) {
if (ui_numedit_but_CURVE(block, but, data, event->x, event->y, event->ctrl != 0, event->shift != 0))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
if (data->dragsel != -1) {
2012-03-30 01:51:25 +00:00
CurveMapping *cumap = (CurveMapping *)but->poin;
CurveMap *cuma = cumap->cm + cumap->cur;
CurveMapPoint *cmp = cuma->curve;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (data->dragchange == false) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* deselect all, select one */
if (!event->shift) {
2012-03-30 01:51:25 +00:00
for (a = 0; a < cuma->totpoint; a++)
cmp[a].flag &= ~CUMA_SELECT;
cmp[data->dragsel].flag |= CUMA_SELECT;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else {
curvemapping_changed(cumap, true); /* remove doubles */
BKE_paint_invalidate_cursor_overlay(scene, cumap);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
2011-08-07 04:22:33 +00:00
/* UNUSED but keep for now */
(void)changed;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static bool ui_numedit_but_HISTOGRAM(uiBut *but, uiHandleButtonData *data, int mx, int my)
{
Histogram *hist = (Histogram *)but->poin;
bool changed = true;
float dy = my - data->draglasty;
/* scale histogram values (dy / 10 for better control) */
const float yfac = min_ff(pow2f(hist->ymax), 1.0f) * 0.5f;
hist->ymax += (dy * 0.1f) * yfac;
/* 0.1 allows us to see HDR colors up to 10 */
CLAMP(hist->ymax, 0.1f, 100.f);
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
return changed;
}
static int ui_do_but_HISTOGRAM(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_HISTOGRAM(but, data, mx, my))
ui_numedit_apply(C, block, but, data);
return WM_UI_HANDLER_BREAK;
}
/* XXX hardcoded keymap check.... */
else if (event->type == BACKSPACEKEY && event->val == KM_PRESS) {
Histogram *hist = (Histogram *)but->poin;
hist->ymax = 1.f;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
if (ui_numedit_but_HISTOGRAM(but, data, mx, my))
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
static bool ui_numedit_but_WAVEFORM(uiBut *but, uiHandleButtonData *data, int mx, int my)
{
Scopes *scopes = (Scopes *)but->poin;
bool changed = true;
float dy;
dy = my - data->draglasty;
/* scale waveform values */
scopes->wavefrm_yfac += dy / 200.0f;
CLAMP(scopes->wavefrm_yfac, 0.5f, 2.0f);
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
return changed;
}
static int ui_do_but_WAVEFORM(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
2012-03-30 01:51:25 +00:00
data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_WAVEFORM(but, data, mx, my))
ui_numedit_apply(C, block, but, data);
return WM_UI_HANDLER_BREAK;
}
/* XXX hardcoded keymap check.... */
else if (event->type == BACKSPACEKEY && event->val == KM_PRESS) {
Scopes *scopes = (Scopes *)but->poin;
scopes->wavefrm_yfac = 1.f;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
}
else if (event->type == MOUSEMOVE) {
2012-03-30 01:51:25 +00:00
if (mx != data->draglastx || my != data->draglasty) {
if (ui_numedit_but_WAVEFORM(but, data, mx, my))
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
static int ui_do_but_LINK(bContext *C, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
{
VECCOPY2D(but->linkto, event->mval);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
button_activate_state(C, but, BUTTON_STATE_WAIT_RELEASE);
return WM_UI_HANDLER_BREAK;
}
else if (event->type == LEFTMOUSE && but->block->handle) {
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_WAIT_RELEASE) {
if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
if (!(but->flag & UI_SELECT))
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
return WM_UI_HANDLER_BREAK;
}
}
return WM_UI_HANDLER_CONTINUE;
}
static bool ui_numedit_but_TRACKPREVIEW(bContext *C, uiBut *but, uiHandleButtonData *data,
int mx, int my,
const bool shift)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
{
MovieClipScopes *scopes = (MovieClipScopes *)but->poin;
bool changed = true;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
float dx, dy;
dx = mx - data->draglastx;
dy = my - data->draglasty;
if (shift) {
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
dx /= 5.0f;
dy /= 5.0f;
}
if (!scopes->track_locked) {
if (scopes->marker->framenr != scopes->framenr)
scopes->marker = BKE_tracking_marker_ensure(scopes->track, scopes->framenr);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
scopes->marker->flag &= ~(MARKER_DISABLED | MARKER_TRACKED);
scopes->marker->pos[0] += -dx * scopes->slide_scale[0] / BLI_rctf_size_x(&but->block->rect);
scopes->marker->pos[1] += -dy * scopes->slide_scale[1] / BLI_rctf_size_y(&but->block->rect);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
WM_event_add_notifier(C, NC_MOVIECLIP | NA_EDITED, NULL);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
scopes->ok = 0;
2012-03-30 01:51:25 +00:00
data->draglastx = mx;
data->draglasty = my;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
return changed;
}
static int ui_do_but_TRACKPREVIEW(bContext *C, uiBlock *block, uiBut *but, uiHandleButtonData *data, const wmEvent *event)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
{
int mx, my;
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
ui_window_to_block(data->region, block, &mx, &my);
if (data->state == BUTTON_STATE_HIGHLIGHT) {
if (event->type == LEFTMOUSE && event->val == KM_PRESS) {
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data->dragstartx = mx;
data->dragstarty = my;
data->draglastx = mx;
data->draglasty = my;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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button_activate_state(C, but, BUTTON_STATE_NUM_EDITING);
/* also do drag the first time */
if (ui_numedit_but_TRACKPREVIEW(C, but, data, mx, my, event->shift != 0))
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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ui_numedit_apply(C, block, but, data);
return WM_UI_HANDLER_BREAK;
}
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
if (event->type == ESCKEY) {
if (event->val == KM_PRESS) {
data->cancel = true;
data->escapecancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
else if (event->type == MOUSEMOVE) {
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if (mx != data->draglastx || my != data->draglasty) {
if (ui_numedit_but_TRACKPREVIEW(C, but, data, mx, my, event->shift != 0))
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
ui_numedit_apply(C, block, but, data);
}
}
else if (event->type == LEFTMOUSE && event->val != KM_PRESS) {
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
return WM_UI_HANDLER_BREAK;
}
return WM_UI_HANDLER_CONTINUE;
}
static void but_shortcut_name_func(bContext *C, void *arg1, int UNUSED(event))
{
uiBut *but = (uiBut *)arg1;
if (but->optype) {
char shortcut_str[128];
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IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
/* complex code to change name of button */
if (WM_key_event_operator_string(C, but->optype->idname, but->opcontext, prop, true,
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shortcut_str, sizeof(shortcut_str)))
{
ui_but_add_shortcut(but, shortcut_str, true);
}
else {
/* simply strip the shortcut */
ui_but_add_shortcut(but, NULL, true);
}
}
}
static uiBlock *menu_change_shortcut(bContext *C, ARegion *ar, void *arg)
{
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wmWindowManager *wm = CTX_wm_manager(C);
uiBlock *block;
uiBut *but = (uiBut *)arg;
wmKeyMap *km;
wmKeyMapItem *kmi;
PointerRNA ptr;
uiLayout *layout;
uiStyle *style = UI_style_get_dpi();
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IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
int kmi_id = WM_key_event_operator_id(C, but->optype->idname, but->opcontext, prop, true, &km);
kmi = WM_keymap_item_find_id(km, kmi_id);
RNA_pointer_create(&wm->id, &RNA_KeyMapItem, kmi, &ptr);
block = UI_block_begin(C, ar, "_popup", UI_EMBOSS);
UI_block_func_handle_set(block, but_shortcut_name_func, but);
UI_block_flag_enable(block, UI_BLOCK_MOVEMOUSE_QUIT);
UI_block_direction_set(block, UI_DIR_CENTER_Y);
layout = UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, 0, 0, 200, 20, 0, style);
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uiItemR(layout, &ptr, "type", UI_ITEM_R_FULL_EVENT | UI_ITEM_R_IMMEDIATE, "", ICON_NONE);
UI_block_bounds_set_popup(block, 6, -50, 26);
return block;
}
static uiBlock *menu_add_shortcut(bContext *C, ARegion *ar, void *arg)
{
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wmWindowManager *wm = CTX_wm_manager(C);
uiBlock *block;
uiBut *but = (uiBut *)arg;
wmKeyMap *km;
wmKeyMapItem *kmi;
PointerRNA ptr;
uiLayout *layout;
uiStyle *style = UI_style_get_dpi();
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IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
int kmi_id;
/* XXX this guess_opname can potentially return a different keymap than being found on adding later... */
km = WM_keymap_guess_opname(C, but->optype->idname);
kmi = WM_keymap_add_item(km, but->optype->idname, AKEY, KM_PRESS, 0, 0);
kmi_id = kmi->id;
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/* copy properties, prop can be NULL for reset */
if (prop)
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prop = IDP_CopyProperty(prop);
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WM_keymap_properties_reset(kmi, prop);
/* update and get pointers again */
WM_keyconfig_update(wm);
km = WM_keymap_guess_opname(C, but->optype->idname);
kmi = WM_keymap_item_find_id(km, kmi_id);
RNA_pointer_create(&wm->id, &RNA_KeyMapItem, kmi, &ptr);
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block = UI_block_begin(C, ar, "_popup", UI_EMBOSS);
UI_block_func_handle_set(block, but_shortcut_name_func, but);
UI_block_direction_set(block, UI_DIR_CENTER_Y);
layout = UI_block_layout(block, UI_LAYOUT_VERTICAL, UI_LAYOUT_PANEL, 0, 0, 200, 20, 0, style);
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uiItemR(layout, &ptr, "type", UI_ITEM_R_FULL_EVENT | UI_ITEM_R_IMMEDIATE, "", ICON_NONE);
UI_block_bounds_set_popup(block, 6, -50, 26);
return block;
}
static void menu_add_shortcut_cancel(struct bContext *C, void *arg1)
{
uiBut *but = (uiBut *)arg1;
wmKeyMap *km;
wmKeyMapItem *kmi;
IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
int kmi_id = WM_key_event_operator_id(C, but->optype->idname, but->opcontext, prop, true, &km);
kmi = WM_keymap_item_find_id(km, kmi_id);
WM_keymap_remove_item(km, kmi);
}
static void popup_change_shortcut_func(bContext *C, void *arg1, void *UNUSED(arg2))
{
uiBut *but = (uiBut *)arg1;
button_timers_tooltip_remove(C, but);
UI_popup_block_invoke(C, menu_change_shortcut, but);
}
static void remove_shortcut_func(bContext *C, void *arg1, void *UNUSED(arg2))
{
uiBut *but = (uiBut *)arg1;
wmKeyMap *km;
wmKeyMapItem *kmi;
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IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
int kmi_id = WM_key_event_operator_id(C, but->optype->idname, but->opcontext, prop, true, &km);
kmi = WM_keymap_item_find_id(km, kmi_id);
WM_keymap_remove_item(km, kmi);
but_shortcut_name_func(C, but, 0);
}
static void popup_add_shortcut_func(bContext *C, void *arg1, void *UNUSED(arg2))
{
uiBut *but = (uiBut *)arg1;
button_timers_tooltip_remove(C, but);
UI_popup_block_ex(C, menu_add_shortcut, NULL, menu_add_shortcut_cancel, but);
}
/**
* menu to chow when right clicking on the panel header
*/
void ui_panel_menu(bContext *C, ARegion *ar, Panel *pa)
{
bScreen *sc = CTX_wm_screen(C);
PointerRNA ptr;
uiPopupMenu *pup;
uiLayout *layout;
RNA_pointer_create(&sc->id, &RNA_Panel, pa, &ptr);
pup = UI_popup_menu_begin(C, IFACE_("Panel"), ICON_NONE);
layout = UI_popup_menu_layout(pup);
if (UI_panel_category_is_visible(ar)) {
char tmpstr[80];
BLI_snprintf(tmpstr, sizeof(tmpstr), "%s" UI_SEP_CHAR_S "%s", IFACE_("Pin"), IFACE_("Shift+Left Mouse"));
uiItemR(layout, &ptr, "use_pin", 0, tmpstr, ICON_NONE);
/* evil, force shortcut flag */
{
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but = block->buttons.last;
but->flag |= UI_BUT_HAS_SEP_CHAR;
}
}
UI_popup_menu_end(C, pup);
}
static bool ui_but_menu(bContext *C, uiBut *but)
{
uiPopupMenu *pup;
uiLayout *layout;
bool is_array, is_array_component;
uiStringInfo label = {BUT_GET_LABEL, NULL};
/* if ((but->rnapoin.data && but->rnaprop) == 0 && but->optype == NULL)*/
/* return 0;*/
/* having this menu for some buttons makes no sense */
if (but->type == UI_BTYPE_IMAGE) {
return false;
}
button_timers_tooltip_remove(C, but);
/* highly unlikely getting the label ever fails */
UI_but_string_info_get(C, but, &label, NULL);
pup = UI_popup_menu_begin(C, label.strinfo ? label.strinfo : "", ICON_NONE);
layout = UI_popup_menu_layout(pup);
if (label.strinfo)
MEM_freeN(label.strinfo);
uiLayoutSetOperatorContext(layout, WM_OP_INVOKE_DEFAULT);
if (but->rnapoin.data && but->rnaprop) {
Fix #36226, Select Linked works not in touch with Prefs. When setting keymap properties to values equalling the RNA default, they will get "unset" and automatic operator behavior is used. There is no way to explicitly set the default value as a user. 1) To allow distinguishing uninitialized (not set) properties in the keymap items, a few changes to the RNA struct comparison function are needed: Instead of allowing only strict/non-strict comparison of 2 properties A and B in a struct, this now has 3 modes: * STRICT: compare only the actual property values (same as 'strict' before) * UNSET_MATCH_ANY: if either A or B is unset, consider them a match (same as non-strict before) * UNSET_MATCH_NONE: if one property is set and the other not, consider them a mismatch. The new UNSET_MATCH_NONE mode is useful for keymaps, because it allows keeping user-defined property values in the keymap even if they match the default property value (see wm_keymap_diff function in wm_keymap.c) 2) A new operator is added for unsetting ID properties in the RMB context menu and in user preferences next to keymap properties. This only works on ID properties and deletes the ID property storage, so that the default value is used. In the user preferences for keymaps the properties are shown in an inactive layout to indicate that the default value is used (which some operators such as the "select linked" op from the report use to trigger automatic behavior). When the user sets a property it gets set and stays that way until explicitly "unset" using the new operator.
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PointerRNA *ptr = &but->rnapoin;
PropertyRNA *prop = but->rnaprop;
bool is_anim = RNA_property_animateable(ptr, prop);
bool is_editable = RNA_property_editable(ptr, prop);
/*bool is_idprop = RNA_property_is_idprop(prop);*/ /* XXX does not work as expected, not strictly needed */
bool is_set = RNA_property_is_set(ptr, prop);
/* second slower test, saved people finding keyframe items in menus when its not possible */
if (is_anim)
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is_anim = RNA_property_path_from_ID_check(&but->rnapoin, but->rnaprop);
/* determine if we can key a single component of an array */
is_array = RNA_property_array_length(&but->rnapoin, but->rnaprop) != 0;
is_array_component = (is_array && but->rnaindex != -1);
/* Keyframes */
if (but->flag & UI_BUT_ANIMATED_KEY) {
/* replace/delete keyfraemes */
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Replace Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Replace Single Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 0);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_delete_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Single Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_delete_button", "all", 0);
}
else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Replace Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_delete_button", "all", 1);
}
/* keyframe settings */
uiItemS(layout);
}
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else if (but->flag & UI_BUT_DRIVEN) {
/* pass */
}
else if (is_anim) {
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Insert Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Insert Single Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 0);
}
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else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Insert Keyframe"),
ICON_NONE, "ANIM_OT_keyframe_insert_button", "all", 1);
2012-09-17 01:42:47 +00:00
}
}
if (but->flag & UI_BUT_ANIMATED) {
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Clear Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_clear_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Clear Single Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_clear_button", "all", 0);
}
else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Clear Keyframes"),
ICON_NONE, "ANIM_OT_keyframe_clear_button", "all", 1);
}
}
/* Drivers */
if (but->flag & UI_BUT_DRIVEN) {
uiItemS(layout);
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Drivers"),
ICON_NONE, "ANIM_OT_driver_button_remove", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Single Driver"),
ICON_NONE, "ANIM_OT_driver_button_remove", "all", 0);
}
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else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Delete Driver"),
ICON_NONE, "ANIM_OT_driver_button_remove", "all", 1);
2012-09-17 01:42:47 +00:00
}
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Copy Driver"),
ICON_NONE, "ANIM_OT_copy_driver_button");
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if (ANIM_driver_can_paste()) {
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Paste Driver"),
ICON_NONE, "ANIM_OT_paste_driver_button");
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}
}
else if (but->flag & (UI_BUT_ANIMATED_KEY | UI_BUT_ANIMATED)) {
/* pass */
}
else if (is_anim) {
uiItemS(layout);
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add Drivers"),
ICON_NONE, "ANIM_OT_driver_button_add", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add Single Driver"),
ICON_NONE, "ANIM_OT_driver_button_add", "all", 0);
}
2012-09-17 01:42:47 +00:00
else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add Driver"),
ICON_NONE, "ANIM_OT_driver_button_add", "all", 1);
2012-09-17 01:42:47 +00:00
}
2012-09-17 01:42:47 +00:00
if (ANIM_driver_can_paste()) {
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Paste Driver"),
ICON_NONE, "ANIM_OT_paste_driver_button");
2012-09-17 01:42:47 +00:00
}
}
/* Keying Sets */
/* TODO: check on modifyability of Keying Set when doing this */
if (is_anim) {
uiItemS(layout);
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add All to Keying Set"),
ICON_NONE, "ANIM_OT_keyingset_button_add", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add Single to Keying Set"),
ICON_NONE, "ANIM_OT_keyingset_button_add", "all", 0);
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Remove from Keying Set"),
ICON_NONE, "ANIM_OT_keyingset_button_remove");
}
else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add to Keying Set"),
ICON_NONE, "ANIM_OT_keyingset_button_add", "all", 1);
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Remove from Keying Set"),
ICON_NONE, "ANIM_OT_keyingset_button_remove");
}
}
uiItemS(layout);
/* Property Operators */
2012-09-30 06:12:47 +00:00
/* Copy Property Value
* Paste Property Value */
if (is_array_component) {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Reset All to Default Values"),
ICON_NONE, "UI_OT_reset_default_button", "all", 1);
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Reset Single to Default Value"),
ICON_NONE, "UI_OT_reset_default_button", "all", 0);
}
2012-09-17 01:42:47 +00:00
else {
uiItemBooleanO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Reset to Default Value"),
ICON_NONE, "UI_OT_reset_default_button", "all", 1);
2012-09-17 01:42:47 +00:00
}
Fix #36226, Select Linked works not in touch with Prefs. When setting keymap properties to values equalling the RNA default, they will get "unset" and automatic operator behavior is used. There is no way to explicitly set the default value as a user. 1) To allow distinguishing uninitialized (not set) properties in the keymap items, a few changes to the RNA struct comparison function are needed: Instead of allowing only strict/non-strict comparison of 2 properties A and B in a struct, this now has 3 modes: * STRICT: compare only the actual property values (same as 'strict' before) * UNSET_MATCH_ANY: if either A or B is unset, consider them a match (same as non-strict before) * UNSET_MATCH_NONE: if one property is set and the other not, consider them a mismatch. The new UNSET_MATCH_NONE mode is useful for keymaps, because it allows keeping user-defined property values in the keymap even if they match the default property value (see wm_keymap_diff function in wm_keymap.c) 2) A new operator is added for unsetting ID properties in the RMB context menu and in user preferences next to keymap properties. This only works on ID properties and deletes the ID property storage, so that the default value is used. In the user preferences for keymaps the properties are shown in an inactive layout to indicate that the default value is used (which some operators such as the "select linked" op from the report use to trigger automatic behavior). When the user sets a property it gets set and stays that way until explicitly "unset" using the new operator.
2013-09-20 09:10:17 +00:00
if (is_editable /*&& is_idprop*/ && is_set) {
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Unset"),
ICON_NONE, "UI_OT_unset_property_button");
}
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Copy Data Path"),
ICON_NONE, "UI_OT_copy_data_path_button");
uiItemO(layout, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Copy To Selected"),
ICON_NONE, "UI_OT_copy_to_selected_button");
uiItemS(layout);
}
/* Operator buttons */
if (but->optype) {
uiBlock *block = uiLayoutGetBlock(layout);
uiBut *but2;
2012-03-30 01:51:25 +00:00
IDProperty *prop = (but->opptr) ? but->opptr->data : NULL;
int w = uiLayoutGetWidth(layout);
wmKeyMap *km;
wmKeyMapItem *kmi = NULL;
int kmi_id = WM_key_event_operator_id(C, but->optype->idname, but->opcontext, prop, true, &km);
if (kmi_id)
kmi = WM_keymap_item_find_id(km, kmi_id);
/* keyboard shortcuts */
if ((kmi) && ISKEYBOARD(kmi->type)) {
2012-07-07 22:51:57 +00:00
/* would rather use a block but, but gets weirdly positioned... */
//uiDefBlockBut(block, menu_change_shortcut, but, "Change Shortcut", 0, 0, uiLayoutGetWidth(layout), UI_UNIT_Y, "");
but2 = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, 0, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Change Shortcut"),
0, 0, w, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but2, popup_change_shortcut_func, but, NULL);
but2 = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, 0, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Remove Shortcut"),
0, 0, w, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but2, remove_shortcut_func, but, NULL);
}
/* only show 'add' if there's a suitable key map for it to go in */
else if (WM_keymap_guess_opname(C, but->optype->idname)) {
but2 = uiDefIconTextBut(block, UI_BTYPE_BUT, 0, 0, CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Add Shortcut"),
0, 0, w, UI_UNIT_Y, NULL, 0, 0, 0, 0, "");
UI_but_func_set(but2, popup_add_shortcut_func, but, NULL);
}
uiItemS(layout);
}
/* Show header tools for header buttons. */
{
ARegion *ar = CTX_wm_region(C);
if (ar && (ar->regiontype == RGN_TYPE_HEADER)) {
uiItemMenuF(layout, IFACE_("Header"), ICON_NONE, ED_screens_header_tools_menu_create, NULL);
uiItemS(layout);
}
}
2012-03-30 01:51:25 +00:00
{ /* Docs */
char buf[512];
PointerRNA ptr_props;
if (but->rnapoin.data && but->rnaprop) {
BLI_snprintf(buf, sizeof(buf), "%s.%s",
RNA_struct_identifier(but->rnapoin.type), RNA_property_identifier(but->rnaprop));
WM_operator_properties_create(&ptr_props, "WM_OT_doc_view_manual");
RNA_string_set(&ptr_props, "doc_id", buf);
uiItemFullO(layout, "WM_OT_doc_view_manual", CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Online Manual"),
ICON_NONE, ptr_props.data, WM_OP_EXEC_DEFAULT, 0);
WM_operator_properties_create(&ptr_props, "WM_OT_doc_view");
RNA_string_set(&ptr_props, "doc_id", buf);
uiItemFullO(layout, "WM_OT_doc_view", CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Online Python Reference"),
ICON_NONE, ptr_props.data, WM_OP_EXEC_DEFAULT, 0);
/* XXX inactive option, not for public! */
#if 0
WM_operator_properties_create(&ptr_props, "WM_OT_doc_edit");
RNA_string_set(&ptr_props, "doc_id", buf);
RNA_string_set(&ptr_props, "doc_new", RNA_property_description(but->rnaprop));
uiItemFullO(layout, "WM_OT_doc_edit", "Submit Description", ICON_NONE, ptr_props.data, WM_OP_INVOKE_DEFAULT, 0);
#endif
}
else if (but->optype) {
WM_operator_py_idname(buf, but->optype->idname);
WM_operator_properties_create(&ptr_props, "WM_OT_doc_view_manual");
RNA_string_set(&ptr_props, "doc_id", buf);
uiItemFullO(layout, "WM_OT_doc_view_manual", CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Online Manual"),
ICON_NONE, ptr_props.data, WM_OP_EXEC_DEFAULT, 0);
WM_operator_properties_create(&ptr_props, "WM_OT_doc_view");
RNA_string_set(&ptr_props, "doc_id", buf);
uiItemFullO(layout, "WM_OT_doc_view", CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Online Python Reference"),
ICON_NONE, ptr_props.data, WM_OP_EXEC_DEFAULT, 0);
/* XXX inactive option, not for public! */
#if 0
WM_operator_properties_create(&ptr_props, "WM_OT_doc_edit");
RNA_string_set(&ptr_props, "doc_id", buf);
RNA_string_set(&ptr_props, "doc_new", but->optype->description);
uiItemFullO(layout, "WM_OT_doc_edit", CTX_IFACE_(BLF_I18NCONTEXT_OPERATOR_DEFAULT, "Submit Description"),
ICON_NONE, ptr_props.data, WM_OP_INVOKE_DEFAULT, 0);
#endif
}
}
/* perhaps we should move this into (G.debug & G_DEBUG) - campbell */
if (ui_block_is_menu(but->block) == false) {
uiItemFullO(layout, "UI_OT_editsource", NULL, ICON_NONE, NULL, WM_OP_INVOKE_DEFAULT, 0);
}
uiItemFullO(layout, "UI_OT_edittranslation_init", NULL, ICON_NONE, NULL, WM_OP_INVOKE_DEFAULT, 0);
UI_popup_menu_end(C, pup);
return true;
}
static int ui_do_button(bContext *C, uiBlock *block, uiBut *but, const wmEvent *event)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
int retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data = but->active;
retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (but->flag & UI_BUT_DISABLED)
return WM_UI_HANDLER_CONTINUE;
2012-11-01 09:54:00 +00:00
if ((data->state == BUTTON_STATE_HIGHLIGHT) || (event->type == EVT_DROP)) {
/* handle copy-paste */
2012-03-30 01:51:25 +00:00
if (ELEM(event->type, CKEY, VKEY) && event->val == KM_PRESS && (event->ctrl || event->oskey)) {
/* Specific handling for listrows, we try to find their overlapping tex button. */
if (but->type == UI_BTYPE_LISTROW) {
uiBut *labelbut = ui_but_list_row_text_activate(C, but, data, event, BUTTON_ACTIVATE_OVER);
if (labelbut) {
but = labelbut;
data = but->active;
}
}
2012-03-30 01:51:25 +00:00
ui_but_copy_paste(C, but, data, (event->type == CKEY) ? 'c' : 'v');
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
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
/* handle drop */
else if (event->type == EVT_DROP) {
2012-03-30 01:51:25 +00:00
ui_but_drop(C, event, but, data);
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
}
/* handle eyedropper */
else if ((event->type == EKEY) && (event->val == KM_PRESS)) {
if (event->alt || event->shift || event->ctrl || event->oskey) {
/* pass */
}
else {
if (but->type == UI_BTYPE_COLOR) {
WM_operator_name_call(C, "UI_OT_eyedropper_color", WM_OP_INVOKE_DEFAULT, NULL);
return WM_UI_HANDLER_BREAK;
}
else if (but->type == UI_BTYPE_SEARCH_MENU_UNLINK) {
if (but->rnaprop && RNA_property_type(but->rnaprop) == PROP_POINTER) {
StructRNA *type = RNA_property_pointer_type(&but->rnapoin, but->rnaprop);
const short idcode = RNA_type_to_ID_code(type);
if ((idcode == ID_OB) || OB_DATA_SUPPORT_ID(idcode)) {
WM_operator_name_call(C, "UI_OT_eyedropper_id", WM_OP_INVOKE_DEFAULT, NULL);
return WM_UI_HANDLER_BREAK;
}
}
}
}
}
/* handle keyframing */
2012-09-10 01:07:20 +00:00
else if ((event->type == IKEY) &&
!ELEM(KM_MOD_FIRST, event->ctrl, event->oskey) &&
(event->val == KM_PRESS))
{
if (event->alt) {
if (event->shift) {
ui_but_anim_clear_keyframe(C);
}
else {
ui_but_anim_delete_keyframe(C);
}
}
else {
ui_but_anim_insert_keyframe(C);
}
ED_region_tag_redraw(data->region);
return WM_UI_HANDLER_BREAK;
}
/* handle drivers */
2012-09-10 01:07:20 +00:00
else if ((event->type == DKEY) &&
!ELEM(KM_MOD_FIRST, event->ctrl, event->oskey, event->shift) &&
2012-09-10 01:07:20 +00:00
(event->val == KM_PRESS))
{
if (event->alt)
ui_but_anim_remove_driver(C);
else
ui_but_anim_add_driver(C);
ED_region_tag_redraw(data->region);
return WM_UI_HANDLER_BREAK;
}
/* handle keyingsets */
2012-09-10 01:07:20 +00:00
else if ((event->type == KKEY) &&
!ELEM(KM_MOD_FIRST, event->ctrl, event->oskey, event->shift) &&
2012-09-10 01:07:20 +00:00
(event->val == KM_PRESS))
{
if (event->alt)
ui_but_anim_remove_keyingset(C);
else
ui_but_anim_add_keyingset(C);
ED_region_tag_redraw(data->region);
return WM_UI_HANDLER_BREAK;
}
/* handle menu */
else if (event->type == RIGHTMOUSE && event->val == KM_PRESS) {
/* RMB has two options now */
if (ui_but_menu(C, but)) {
return WM_UI_HANDLER_BREAK;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* verify if we can edit this button */
if (ELEM(event->type, LEFTMOUSE, RETKEY)) {
/* this should become disabled button .. */
if (but->lock == true) {
if (but->lockstr) {
WM_report(C, RPT_INFO, but->lockstr);
button_activate_state(C, but, BUTTON_STATE_EXIT);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
}
}
2012-03-30 01:51:25 +00:00
else if (but->pointype && but->poin == NULL) {
/* there's a pointer needed */
BKE_reportf(NULL, RPT_WARNING, "DoButton pointer error: %s", but->str);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
2012-03-30 01:51:25 +00:00
switch (but->type) {
case UI_BTYPE_BUT:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_BUT(C, but, data, event);
break;
case UI_BTYPE_KEY_EVENT:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_KEYEVT(C, but, data, event);
break;
case UI_BTYPE_HOTKEY_EVENT:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_HOTKEYEVT(C, but, data, event);
break;
case UI_BTYPE_BUT_TOGGLE:
case UI_BTYPE_TOGGLE:
case UI_BTYPE_ICON_TOGGLE:
case UI_BTYPE_ICON_TOGGLE_N:
case UI_BTYPE_TOGGLE_N:
case UI_BTYPE_CHECKBOX:
case UI_BTYPE_CHECKBOX_N:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_TOG(C, but, data, event);
break;
case UI_BTYPE_SCROLL:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_SCROLL(C, block, but, data, event);
break;
case UI_BTYPE_GRIP:
retval = ui_do_but_GRIP(C, block, but, data, event);
break;
case UI_BTYPE_NUM:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_NUM(C, block, but, data, event);
break;
case UI_BTYPE_NUM_SLIDER:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_SLI(C, block, but, data, event);
break;
case UI_BTYPE_LISTBOX:
/* Nothing to do! */
break;
case UI_BTYPE_LISTROW:
retval = ui_do_but_LISTROW(C, but, data, event);
break;
case UI_BTYPE_ROUNDBOX:
case UI_BTYPE_LABEL:
case UI_BTYPE_ROW:
case UI_BTYPE_IMAGE:
case UI_BTYPE_PROGRESS_BAR:
case UI_BTYPE_NODE_SOCKET:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_EXIT(C, but, data, event);
break;
case UI_BTYPE_HISTOGRAM:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_HISTOGRAM(C, block, but, data, event);
break;
case UI_BTYPE_WAVEFORM:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_WAVEFORM(C, block, but, data, event);
break;
case UI_BTYPE_VECTORSCOPE:
/* Nothing to do! */
2012-03-30 01:51:25 +00:00
break;
case UI_BTYPE_TEXT:
case UI_BTYPE_SEARCH_MENU:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_TEX(C, block, but, data, event);
break;
case UI_BTYPE_SEARCH_MENU_UNLINK:
retval = ui_do_but_SEARCH_UNLINK(C, block, but, data, event);
break;
case UI_BTYPE_MENU:
case UI_BTYPE_BLOCK:
case UI_BTYPE_PULLDOWN:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_BLOCK(C, but, data, event);
break;
case UI_BTYPE_BUT_MENU:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_BUT(C, but, data, event);
break;
case UI_BTYPE_COLOR:
if (but->a1 == -1) /* signal to prevent calling up color picker */
2012-03-30 01:51:25 +00:00
retval = ui_do_but_EXIT(C, but, data, event);
else
retval = ui_do_but_COLOR(C, but, data, event);
2012-03-30 01:51:25 +00:00
break;
case UI_BTYPE_UNITVEC:
retval = ui_do_but_UNITVEC(C, block, but, data, event);
2012-03-30 01:51:25 +00:00
break;
case UI_BTYPE_COLORBAND:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_COLORBAND(C, block, but, data, event);
break;
case UI_BTYPE_CURVE:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_CURVE(C, block, but, data, event);
break;
case UI_BTYPE_HSVCUBE:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_HSVCUBE(C, block, but, data, event);
break;
case UI_BTYPE_HSVCIRCLE:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_HSVCIRCLE(C, block, but, data, event);
break;
case UI_BTYPE_LINK:
case UI_BTYPE_INLINK:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_LINK(C, but, data, event);
break;
case UI_BTYPE_TRACK_PREVIEW:
2012-03-30 01:51:25 +00:00
retval = ui_do_but_TRACKPREVIEW(C, block, but, data, event);
break;
/* quiet warnings for unhandled types */
case UI_BTYPE_SEPR:
case UI_BTYPE_SEPR_LINE:
case UI_BTYPE_EXTRA:
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* reset to default (generic function, only use if not handled by switch above) */
/* XXX hardcoded keymap check.... */
data = but->active;
if (data && data->state == BUTTON_STATE_HIGHLIGHT) {
if ((retval == WM_UI_HANDLER_CONTINUE) &&
(event->type == BACKSPACEKEY && event->val == KM_PRESS))
{
/* ctrl+backspace = reset active button; backspace = reset a whole array*/
ui_but_default_set(C, !event->ctrl, true);
ED_region_tag_redraw(data->region);
retval = WM_UI_HANDLER_BREAK;
}
}
#ifdef USE_DRAG_MULTINUM
if (data) {
if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE) ||
/* if we started dragging, progress on any event */
(data->multi_data.init == BUTTON_MULTI_INIT_SETUP))
{
if (ELEM(but->type, UI_BTYPE_NUM, UI_BTYPE_NUM_SLIDER) &&
ELEM(data->state, BUTTON_STATE_TEXT_EDITING, BUTTON_STATE_NUM_EDITING))
{
/* initialize! */
if (data->multi_data.init == BUTTON_MULTI_INIT_UNSET) {
/* --> (BUTTON_MULTI_INIT_SETUP | BUTTON_MULTI_INIT_DISABLE) */
const float margin_y = DRAG_MULTINUM_THRESHOLD_DRAG_Y / sqrtf(block->aspect);
/* check if we have a vertical gesture */
if (len_squared_v2(data->multi_data.drag_dir) > (margin_y * margin_y)) {
const float dir_nor_y[2] = {0.0, 1.0f};
float dir_nor_drag[2];
normalize_v2_v2(dir_nor_drag, data->multi_data.drag_dir);
if (fabsf(dot_v2v2(dir_nor_drag, dir_nor_y)) > DRAG_MULTINUM_THRESHOLD_VERTICAL) {
data->multi_data.init = BUTTON_MULTI_INIT_SETUP;
data->multi_data.drag_lock_x = event->x;
}
else {
data->multi_data.init = BUTTON_MULTI_INIT_DISABLE;
}
}
}
else if (data->multi_data.init == BUTTON_MULTI_INIT_SETUP) {
/* --> (BUTTON_MULTI_INIT_ENABLE) */
const float margin_x = DRAG_MULTINUM_THRESHOLD_DRAG_X / sqrtf(block->aspect);
/* check if we're dont setting buttons */
if ((data->str && ELEM(data->state, BUTTON_STATE_TEXT_EDITING, BUTTON_STATE_NUM_EDITING)) ||
((abs(data->multi_data.drag_lock_x - event->x) > margin_x) &&
/* just to be sure, check we're dragging more hoz then virt */
abs(event->prevx - event->x) > abs(event->prevy - event->y)))
{
ui_multibut_states_create(but, data);
data->multi_data.init = BUTTON_MULTI_INIT_ENABLE;
}
}
if (data->multi_data.init == BUTTON_MULTI_INIT_SETUP) {
if (ui_multibut_states_tag(but, data, event)) {
ED_region_tag_redraw(data->region);
}
}
}
}
}
#endif /* USE_DRAG_MULTINUM */
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* ************************ button utilities *********************** */
static bool ui_but_contains_pt(uiBut *but, float mx, float my)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
return BLI_rctf_isect_pt(&but->rect, mx, my);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
void ui_but_pie_dir(RadialDirection dir, float vec[2])
{
float angle;
BLI_assert(dir != UI_RADIAL_NONE);
angle = DEG2RADF((float)ui_radial_dir_to_angle[dir]);
vec[0] = cosf(angle);
vec[1] = sinf(angle);
}
static bool ui_but_isect_pie_seg(uiBlock *block, uiBut *but)
{
const float angle_range = (block->pie_data.flags & UI_PIE_DEGREES_RANGE_LARGE) ? M_PI_4 : M_PI_4 / 2.0;
float vec[2];
if (block->pie_data.flags & UI_PIE_INVALID_DIR)
return false;
ui_but_pie_dir(but->pie_dir, vec);
if (saacos(dot_v2v2(vec, block->pie_data.pie_dir)) < angle_range)
return true;
return false;
}
uiBut *ui_but_find_active_in_region(ARegion *ar)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBlock *block;
uiBut *but;
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next)
for (but = block->buttons.first; but; but = but->next)
if (but->active)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return but;
return NULL;
}
bool ui_but_is_active(ARegion *ar)
{
return (ui_but_find_active_in_region(ar) != NULL);
}
/* is called by notifier */
void UI_screen_free_active_but(const bContext *C, bScreen *screen)
{
2012-03-30 01:51:25 +00:00
ScrArea *sa = screen->areabase.first;
2012-03-30 01:51:25 +00:00
for (; sa; sa = sa->next) {
ARegion *ar = sa->regionbase.first;
for (; ar; ar = ar->next) {
uiBut *but = ui_but_find_active_in_region(ar);
if (but) {
2012-03-30 01:51:25 +00:00
uiHandleButtonData *data = but->active;
2012-03-30 01:51:25 +00:00
if (data->menu == NULL && data->searchbox == NULL)
if (data->state == BUTTON_STATE_HIGHLIGHT)
ui_but_active_free(C, but);
}
}
}
}
/* returns true if highlighted button allows drop of names */
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
/* called in region context */
bool UI_but_active_drop_name(bContext *C)
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
{
2012-03-30 01:51:25 +00:00
ARegion *ar = CTX_wm_region(C);
uiBut *but = ui_but_find_active_in_region(ar);
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
if (but) {
if (ELEM(but->type, UI_BTYPE_TEXT, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK))
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
return 1;
}
return 0;
}
bool UI_but_active_drop_color(bContext *C)
{
ARegion *ar = CTX_wm_region(C);
if (ar) {
uiBut *but = ui_but_find_active_in_region(ar);
if (but && but->type == UI_BTYPE_COLOR)
return true;
}
return false;
}
static void ui_blocks_set_tooltips(ARegion *ar, const bool enable)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBlock *block;
if (!ar)
return;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* we disabled buttons when when they were already shown, and
* re-enable them on mouse move */
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next)
block->tooltipdisabled = !enable;
}
static bool ui_region_contains_point_px(ARegion *ar, int x, int y)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiBlock *block;
/* check if the mouse is in the region */
if (!BLI_rcti_isect_pt(&ar->winrct, x, y)) {
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next)
block->auto_open = false;
return false;
}
/* also, check that with view2d, that the mouse is not over the scrollbars
* NOTE: care is needed here, since the mask rect may include the scrollbars
* even when they are not visible, so we need to make a copy of the mask to
* use to check
*/
2012-03-30 01:51:25 +00:00
if (ar->v2d.mask.xmin != ar->v2d.mask.xmax) {
View2D *v2d = &ar->v2d;
int mx, my;
/* convert window coordinates to region coordinates */
2012-03-30 01:51:25 +00:00
mx = x;
my = y;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ui_window_to_region(ar, &mx, &my);
/* check if in the rect */
if (!BLI_rcti_isect_pt(&v2d->mask, mx, my))
return false;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
return true;
}
static bool ui_but_contains_point_px(ARegion *ar, uiBut *but, int x, int y)
{
uiBlock *block = but->block;
float mx, my;
if (!ui_region_contains_point_px(ar, x, y))
return false;
mx = x;
my = y;
ui_window_to_block_fl(ar, block, &mx, &my);
if (but->pie_dir != UI_RADIAL_NONE) {
if (!ui_but_isect_pie_seg(block, but)) {
return false;
}
}
else if (!ui_but_contains_pt(but, mx, my)) {
return false;
}
return true;
}
/**
* Can we mouse over the button or is it hidden/disabled/layout.
* Note: ctrl is kind of a hack currently, so that non-embossed UI_BTYPE_TEXT button behaves as a label when ctrl is not pressed.
*/
static bool ui_but_is_interactive(const uiBut *but, const bool labeledit)
{
/* note, UI_BTYPE_LABEL is included for highlights, this allows drags */
if ((but->type == UI_BTYPE_LABEL) && but->dragpoin == NULL)
return false;
if (ELEM(but->type, UI_BTYPE_ROUNDBOX, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE, UI_BTYPE_LISTBOX))
return false;
if (but->flag & UI_HIDDEN)
return false;
if (but->flag & UI_SCROLLED)
return false;
if ((but->type == UI_BTYPE_TEXT) && (but->dt == UI_EMBOSS_NONE) && !labeledit)
return false;
if ((but->type == UI_BTYPE_LISTROW) && labeledit)
return false;
return true;
}
bool ui_but_is_search_unlink_visible(const uiBut *but)
{
BLI_assert(but->type == UI_BTYPE_SEARCH_MENU_UNLINK);
return ((but->editstr == NULL) &&
(but->drawstr[0] != '\0'));
}
/* x and y are only used in case event is NULL... */
static uiBut *ui_but_find_mouse_over_ex(ARegion *ar, const int x, const int y, const bool labeledit)
{
uiBlock *block;
2012-03-30 01:51:25 +00:00
uiBut *but, *butover = NULL;
float mx, my;
// if (!win->active)
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
// return NULL;
if (!ui_region_contains_point_px(ar, x, y))
return NULL;
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
mx = x;
my = y;
ui_window_to_block_fl(ar, block, &mx, &my);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
for (but = block->buttons.last; but; but = but->prev) {
if (ui_but_is_interactive(but, labeledit)) {
if (but->pie_dir != UI_RADIAL_NONE) {
if (ui_but_isect_pie_seg(block, but)) {
butover = but;
break;
}
}
else if (ui_but_contains_pt(but, mx, my)) {
butover = but;
break;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* CLIP_EVENTS prevents the event from reaching other blocks */
if (block->flag & UI_BLOCK_CLIP_EVENTS) {
/* check if mouse is inside block */
if (BLI_rctf_isect_pt(&block->rect, mx, my)) {
break;
2012-03-30 01:51:25 +00:00
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
return butover;
}
static uiBut *ui_but_find_mouse_over(ARegion *ar, const wmEvent *event)
{
return ui_but_find_mouse_over_ex(ar, event->x, event->y, event->ctrl != 0);
}
static uiBut *ui_list_find_mouse_over(ARegion *ar, int x, int y)
{
uiBlock *block;
uiBut *but;
float mx, my;
if (!ui_region_contains_point_px(ar, x, y))
return NULL;
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
mx = x;
my = y;
ui_window_to_block_fl(ar, block, &mx, &my);
for (but = block->buttons.last; but; but = but->prev) {
if (but->type == UI_BTYPE_LISTBOX && ui_but_contains_pt(but, mx, my)) {
return but;
}
}
}
return NULL;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* ****************** button state handling **************************/
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static bool button_modal_state(uiHandleButtonState state)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
return ELEM(state,
BUTTON_STATE_WAIT_RELEASE,
BUTTON_STATE_WAIT_KEY_EVENT,
BUTTON_STATE_NUM_EDITING,
BUTTON_STATE_TEXT_EDITING,
BUTTON_STATE_TEXT_SELECTING,
BUTTON_STATE_MENU_OPEN);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static void button_timers_tooltip_remove(bContext *C, uiBut *but)
{
uiHandleButtonData *data;
2012-03-30 01:51:25 +00:00
data = but->active;
if (data) {
if (data->tooltiptimer) {
WM_event_remove_timer(data->wm, data->window, data->tooltiptimer);
2012-03-30 01:51:25 +00:00
data->tooltiptimer = NULL;
}
if (data->tooltip) {
ui_tooltip_free(C, data->tooltip);
2012-03-30 01:51:25 +00:00
data->tooltip = NULL;
}
if (data->autoopentimer) {
WM_event_remove_timer(data->wm, data->window, data->autoopentimer);
2012-03-30 01:51:25 +00:00
data->autoopentimer = NULL;
}
}
}
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
static void button_tooltip_timer_reset(bContext *C, uiBut *but)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
{
2012-03-30 01:51:25 +00:00
wmWindowManager *wm = CTX_wm_manager(C);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
2012-03-30 01:51:25 +00:00
data = but->active;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (data->tooltiptimer) {
WM_event_remove_timer(data->wm, data->window, data->tooltiptimer);
2012-03-30 01:51:25 +00:00
data->tooltiptimer = NULL;
}
2014-08-30 17:11:07 +10:00
if ((U.flag & USER_TOOLTIPS) || (but->flag & UI_BUT_TIP_FORCE)) {
if (!but->block->tooltipdisabled) {
if (!wm->drags.first) {
2012-03-30 01:51:25 +00:00
data->tooltiptimer = WM_event_add_timer(data->wm, data->window, TIMER, BUTTON_TOOLTIP_DELAY);
2014-08-30 17:11:07 +10:00
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void button_activate_state(bContext *C, uiBut *but, uiHandleButtonState state)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data = but->active;
if (data->state == state)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
return;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* highlight has timers for tooltips and auto open */
if (state == BUTTON_STATE_HIGHLIGHT) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
but->flag &= ~UI_SELECT;
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
button_tooltip_timer_reset(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* automatic open pulldown block timer */
if (ELEM(but->type, UI_BTYPE_BLOCK, UI_BTYPE_PULLDOWN)) {
if (data->used_mouse && !data->autoopentimer) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
int time;
if (but->block->auto_open == true) { /* test for toolbox */
2012-09-10 01:07:20 +00:00
time = 1;
}
else if ((but->block->flag & UI_BLOCK_LOOP && but->type != UI_BTYPE_BLOCK) || but->block->auto_open == true) {
2012-09-10 01:07:20 +00:00
time = 5 * U.menuthreshold2;
}
else if (U.uiflag & USER_MENUOPENAUTO) {
time = 5 * U.menuthreshold1;
}
else {
time = -1; /* do nothing */
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-09-10 01:07:20 +00:00
if (time >= 0) {
2012-03-30 01:51:25 +00:00
data->autoopentimer = WM_event_add_timer(data->wm, data->window, TIMER, 0.02 * (double)time);
2012-09-10 01:07:20 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
}
else {
but->flag |= UI_SELECT;
button_timers_tooltip_remove(C, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* text editing */
if (state == BUTTON_STATE_TEXT_EDITING && data->state != BUTTON_STATE_TEXT_SELECTING)
ui_textedit_begin(C, but, data);
else if (data->state == BUTTON_STATE_TEXT_EDITING && state != BUTTON_STATE_TEXT_SELECTING)
ui_textedit_end(C, but, data);
else if (data->state == BUTTON_STATE_TEXT_SELECTING && state != BUTTON_STATE_TEXT_EDITING)
ui_textedit_end(C, but, data);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* number editing */
if (state == BUTTON_STATE_NUM_EDITING) {
if (ui_but_is_cursor_warp(but))
WM_cursor_grab_enable(CTX_wm_window(C), true, true, NULL);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_begin(but, data);
}
else if (data->state == BUTTON_STATE_NUM_EDITING) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_numedit_end(but, data);
if (but->flag & UI_BUT_DRIVEN)
WM_report(C, RPT_INFO, "Can't edit driven number value, see graph editor for the driver setup.");
if (ui_but_is_cursor_warp(but)) {
#ifdef USE_CONT_MOUSE_CORRECT
if (data->ungrab_mval[0] != FLT_MAX) {
int mouse_ungrab_xy[2];
ui_block_to_window_fl(data->region, but->block, &data->ungrab_mval[0], &data->ungrab_mval[1]);
mouse_ungrab_xy[0] = data->ungrab_mval[0];
mouse_ungrab_xy[1] = data->ungrab_mval[1];
WM_cursor_grab_disable(data->window, mouse_ungrab_xy);
}
else {
WM_cursor_grab_disable(data->window, NULL);
}
#else
WM_cursor_grab_disable(data->window, NULL);
#endif
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* menu open */
if (state == BUTTON_STATE_MENU_OPEN)
ui_block_open_begin(C, but, data);
else if (data->state == BUTTON_STATE_MENU_OPEN)
ui_block_open_end(C, but, data);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* add a short delay before exiting, to ensure there is some feedback */
if (state == BUTTON_STATE_WAIT_FLASH) {
2012-03-30 01:51:25 +00:00
data->flashtimer = WM_event_add_timer(data->wm, data->window, TIMER, BUTTON_FLASH_DELAY);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->flashtimer) {
WM_event_remove_timer(data->wm, data->window, data->flashtimer);
2012-03-30 01:51:25 +00:00
data->flashtimer = NULL;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* add a blocking ui handler at the window handler for blocking, modal states
* but not for popups, because we already have a window level handler*/
if (!(but->block->handle && but->block->handle->popup)) {
if (button_modal_state(state)) {
if (!button_modal_state(data->state))
WM_event_add_ui_handler(C, &data->window->modalhandlers, ui_handler_region_menu, NULL, data, false);
}
else {
if (button_modal_state(data->state)) {
/* true = postpone free */
WM_event_remove_ui_handler(&data->window->modalhandlers, ui_handler_region_menu, NULL, data, true);
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
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
/* wait for mousemove to enable drag */
if (state == BUTTON_STATE_WAIT_DRAG) {
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
but->flag &= ~UI_SELECT;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
2012-03-30 01:51:25 +00:00
data->state = state;
if (state != BUTTON_STATE_EXIT) {
/* When objects for eg. are removed, running ui_but_update() can access
* the removed data - so disable update on exit. Also in case of
* highlight when not in a popup menu, we remove because data used in
* button below popup might have been removed by action of popup. Needs
* a more reliable solution... */
if (state != BUTTON_STATE_HIGHLIGHT || (but->block->flag & UI_BLOCK_LOOP))
ui_but_update(but);
}
/* redraw */
ED_region_tag_redraw(data->region);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void button_activate_init(bContext *C, ARegion *ar, uiBut *but, uiButtonActivateType type)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* setup struct */
2012-03-30 01:51:25 +00:00
data = MEM_callocN(sizeof(uiHandleButtonData), "uiHandleButtonData");
data->wm = CTX_wm_manager(C);
data->window = CTX_wm_window(C);
data->region = ar;
2012-08-19 10:41:27 +00:00
#ifdef USE_CONT_MOUSE_CORRECT
copy_v2_fl(data->ungrab_mval, FLT_MAX);
#endif
if (ELEM(but->type, UI_BTYPE_CURVE, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK)) {
2012-08-19 10:41:27 +00:00
/* XXX curve is temp */
}
else {
data->interactive = true;
2012-08-19 10:41:27 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
data->state = BUTTON_STATE_INIT;
/* activate button */
but->flag |= UI_ACTIVE;
2012-03-30 01:51:25 +00:00
but->active = data;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* we disable auto_open in the block after a threshold, because we still
* want to allow auto opening adjacent menus even if no button is activated
* in between going over to the other button, but only for a short while */
if (type == BUTTON_ACTIVATE_OVER && but->block->auto_open == true)
2012-03-30 01:51:25 +00:00
if (but->block->auto_open_last + BUTTON_AUTO_OPEN_THRESH < PIL_check_seconds_timer())
but->block->auto_open = false;
Lots of stuff; couldn't commit in parts because of refactor work. * Changes in interface/ module This commit brings back the way how buttons/menus work under control of WM event system. The previous implementation extended usage of handlers and operators in an interesting but confusing way. Better to try it first according the design specs. :) Most obviously: - modal-handler operators are not stored anymore in regions/areas/windows. such modal handlers own their operator, and should remove it themselves. - removed code to move handlers from one queue to another. (needs review with brecht!) - WM fix: the API call to remove a modal handler got removed. This was a dangerous thing anyway, and you should leave that to the event system. Now, if a handler modal() call gets a cancel/finish return, it frees itself in event system. WM_event_remove_modal_handler was a confusing call anyway! Todo: - allow button-activate to refresh after using button - re-enable arrow keys for menus (do both after commit) - review return values of operator callbacks in interface_ops.c * Fixes in WM system - Freeing areas/regions/windows, also on quit, now correctly closes running modal handlers - On starting a modal handler, the handler now stores previous area and region context, so they send proper notifiers etc. * Other fixes - Area-split operator had bug, wrong minimal size checking. This solves error when trying to split a very narrow area. - removed DNA_USHORT_FIX from screen_types.h, gave warning - operators didn't get ID name copied when activated, needed for later re-use or saving.
2008-12-02 14:22:52 +00:00
if (type == BUTTON_ACTIVATE_OVER) {
data->used_mouse = true;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_HIGHLIGHT);
/* activate right away */
if (but->flag & UI_BUT_IMMEDIATE) {
if (but->type == UI_BTYPE_HOTKEY_EVENT)
button_activate_state(C, but, BUTTON_STATE_WAIT_KEY_EVENT);
/* .. more to be added here */
}
if (type == BUTTON_ACTIVATE_OPEN) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
/* activate first button in submenu */
if (data->menu && data->menu->region) {
2012-03-30 01:51:25 +00:00
ARegion *subar = data->menu->region;
uiBlock *subblock = subar->uiblocks.first;
uiBut *subbut;
if (subblock) {
2012-03-30 01:51:25 +00:00
subbut = ui_but_first(subblock);
if (subbut)
ui_handle_button_activate(C, subar, subbut, BUTTON_ACTIVATE);
}
}
}
else if (type == BUTTON_ACTIVATE_TEXT_EDITING)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_TEXT_EDITING);
else if (type == BUTTON_ACTIVATE_APPLY)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_WAIT_FLASH);
if (but->type == UI_BTYPE_GRIP) {
const bool horizontal = (BLI_rctf_size_x(&but->rect) < BLI_rctf_size_y(&but->rect));
WM_cursor_modal_set(data->window, horizontal ? CURSOR_X_MOVE : CURSOR_Y_MOVE);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static void button_activate_exit(bContext *C, uiBut *but, uiHandleButtonData *data,
const bool mousemove, const bool onfree)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
2012-03-30 01:51:25 +00:00
uiBlock *block = but->block;
uiBut *bt;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (but->type == UI_BTYPE_GRIP) {
WM_cursor_modal_restore(data->window);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* ensure we are in the exit state */
if (data->state != BUTTON_STATE_EXIT)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* apply the button action or value */
if (!onfree)
ui_apply_but(C, block, but, data, false);
#ifdef USE_DRAG_MULTINUM
if (data->multi_data.has_mbuts) {
for (bt = block->buttons.first; bt; bt = bt->next) {
if (bt->flag & UI_BUT_DRAG_MULTI) {
bt->flag &= ~UI_BUT_DRAG_MULTI;
if (!data->cancel) {
ui_apply_but_autokey(C, bt);
}
}
}
ui_multibut_free(data, block);
}
#endif
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* if this button is in a menu, this will set the button return
* value to the button value and the menu return value to ok, the
* menu return value will be picked up and the menu will close */
if (block->handle && !(block->flag & UI_BLOCK_KEEP_OPEN)) {
if (!data->cancel || data->escapecancel) {
uiPopupBlockHandle *menu;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
menu = block->handle;
menu->butretval = data->retval;
menu->menuretval = (data->cancel) ? UI_RETURN_CANCEL : UI_RETURN_OK;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (!onfree && !data->cancel) {
/* autokey & undo push */
ui_apply_but_undo(but);
ui_apply_but_autokey(C, but);
/* popup menu memory */
if (block->flag & UI_BLOCK_POPUP_MEMORY)
ui_popup_menu_memory_set(block, but);
}
/* disable tooltips until mousemove + last active flag */
2012-03-30 01:51:25 +00:00
for (block = data->region->uiblocks.first; block; block = block->next) {
for (bt = block->buttons.first; bt; bt = bt->next)
bt->flag &= ~UI_BUT_LAST_ACTIVE;
2012-03-30 01:51:25 +00:00
block->tooltipdisabled = 1;
}
ui_blocks_set_tooltips(data->region, false);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* clean up */
if (data->str)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
MEM_freeN(data->str);
if (data->origstr)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
MEM_freeN(data->origstr);
/* redraw (data is but->active!) */
ED_region_tag_redraw(data->region);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* clean up button */
if (but->active) {
MEM_freeN(but->active);
but->active = NULL;
}
2012-03-30 01:51:25 +00:00
but->flag &= ~(UI_ACTIVE | UI_SELECT);
but->flag |= UI_BUT_LAST_ACTIVE;
if (!onfree)
ui_but_update(but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* adds empty mousemove in queue for re-init handler, in case mouse is
* still over a button. we cannot just check for this ourselfs because
* at this point the mouse may be over a button in another region */
if (mousemove)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
WM_event_add_mousemove(C);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
void ui_but_active_free(const bContext *C, uiBut *but)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
{
uiHandleButtonData *data;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* this gets called when the button somehow disappears while it is still
* active, this is bad for user interaction, but we need to handle this
* case cleanly anyway in case it happens */
if (but->active) {
2012-03-30 01:51:25 +00:00
data = but->active;
data->cancel = true;
button_activate_exit((bContext *)C, but, data, false, true);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* returns the active button with an optional checking function */
static uiBut *ui_context_button_active(const bContext *C, bool (*but_check_cb)(uiBut *))
{
2012-03-30 01:51:25 +00:00
uiBut *but_found = NULL;
2012-03-30 01:51:25 +00:00
ARegion *ar = CTX_wm_region(C);
while (ar) {
uiBlock *block;
2012-03-30 01:51:25 +00:00
uiBut *but, *activebut = NULL;
/* find active button */
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
for (but = block->buttons.first; but; but = but->next) {
if (but->active)
2012-03-30 01:51:25 +00:00
activebut = but;
else if (!activebut && (but->flag & UI_BUT_LAST_ACTIVE))
2012-03-30 01:51:25 +00:00
activebut = but;
}
}
if (activebut && (but_check_cb == NULL || but_check_cb(activebut))) {
2012-03-30 01:51:25 +00:00
uiHandleButtonData *data = activebut->active;
2012-03-30 01:51:25 +00:00
but_found = activebut;
/* recurse into opened menu, like colorpicker case */
if (data && data->menu && (ar != data->menu->region)) {
ar = data->menu->region;
}
else {
return but_found;
}
}
else {
/* no active button */
return but_found;
}
}
return but_found;
}
static bool ui_context_rna_button_active_test(uiBut *but)
{
return (but->rnapoin.data != NULL);
}
static uiBut *ui_context_rna_button_active(const bContext *C)
{
return ui_context_button_active(C, ui_context_rna_button_active_test);
}
uiBut *UI_context_active_but_get(const struct bContext *C)
{
return ui_context_button_active(C, NULL);
}
/* helper function for insert keyframe, reset to default, etc operators */
void UI_context_active_but_prop_get(const bContext *C, struct PointerRNA *ptr, struct PropertyRNA **prop, int *index)
{
2012-03-30 01:51:25 +00:00
uiBut *activebut = ui_context_rna_button_active(C);
memset(ptr, 0, sizeof(*ptr));
if (activebut && activebut->rnapoin.data) {
2012-03-30 01:51:25 +00:00
*ptr = activebut->rnapoin;
*prop = activebut->rnaprop;
*index = activebut->rnaindex;
}
else {
2012-03-30 01:51:25 +00:00
*prop = NULL;
*index = 0;
}
}
void UI_context_active_but_prop_handle(bContext *C)
{
2012-03-30 01:51:25 +00:00
uiBut *activebut = ui_context_rna_button_active(C);
if (activebut) {
/* TODO, look into a better way to handle the button change
* currently this is mainly so reset defaults works for the
* operator redo panel - campbell */
2012-03-30 01:51:25 +00:00
uiBlock *block = activebut->block;
if (block->handle_func) {
block->handle_func(C, block->handle_func_arg, activebut->retval);
}
}
}
wmOperator *UI_context_active_operator_get(const struct bContext *C)
{
2012-03-30 01:51:25 +00:00
ARegion *ar_ctx = CTX_wm_region(C);
uiBlock *block;
/* background mode */
if (ar_ctx == NULL) {
return NULL;
}
/* scan active regions ui */
2012-03-30 01:51:25 +00:00
for (block = ar_ctx->uiblocks.first; block; block = block->next) {
if (block->ui_operator) {
return block->ui_operator;
}
}
/* scan popups */
{
2012-03-30 01:51:25 +00:00
bScreen *sc = CTX_wm_screen(C);
ARegion *ar;
2012-03-30 01:51:25 +00:00
for (ar = sc->regionbase.first; ar; ar = ar->next) {
if (ar == ar_ctx) {
continue;
}
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
if (block->ui_operator) {
return block->ui_operator;
}
}
}
}
return NULL;
}
/* helper function for insert keyframe, reset to default, etc operators */
void UI_context_update_anim_flag(const bContext *C)
{
2012-03-30 01:51:25 +00:00
Scene *scene = CTX_data_scene(C);
ARegion *ar = CTX_wm_region(C);
uiBlock *block;
uiBut *but, *activebut;
while (ar) {
/* find active button */
2012-03-30 01:51:25 +00:00
activebut = NULL;
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
for (but = block->buttons.first; but; but = but->next) {
ui_but_anim_flag(but, (scene) ? scene->r.cfra : 0.0f);
ED_region_tag_redraw(ar);
2012-09-17 01:42:47 +00:00
if (but->active) {
2012-03-30 01:51:25 +00:00
activebut = but;
2012-09-17 01:42:47 +00:00
}
else if (!activebut && (but->flag & UI_BUT_LAST_ACTIVE)) {
2012-03-30 01:51:25 +00:00
activebut = but;
2012-09-17 01:42:47 +00:00
}
}
}
if (activebut) {
/* always recurse into opened menu, so all buttons update (like colorpicker) */
2012-03-30 01:51:25 +00:00
uiHandleButtonData *data = activebut->active;
2012-09-17 01:42:47 +00:00
if (data && data->menu) {
ar = data->menu->region;
2012-09-17 01:42:47 +00:00
}
else {
return;
2012-09-17 01:42:47 +00:00
}
}
else {
/* no active button */
return;
}
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/************** handle activating a button *************/
static uiBut *uit_but_find_open_event(ARegion *ar, const wmEvent *event)
{
uiBlock *block;
uiBut *but;
2012-03-30 01:51:25 +00:00
for (block = ar->uiblocks.first; block; block = block->next) {
for (but = block->buttons.first; but; but = but->next)
if (but == event->customdata)
return but;
}
return NULL;
}
static int ui_handle_button_over(bContext *C, const wmEvent *event, ARegion *ar)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiBut *but;
if (event->type == MOUSEMOVE) {
but = ui_but_find_mouse_over(ar, event);
2012-09-17 01:42:47 +00:00
if (but) {
2014-08-30 17:11:07 +10:00
if (event->alt) {
/* display tooltips if holding alt on mouseover when tooltips are off in prefs */
2014-08-30 17:11:07 +10:00
but->flag |= UI_BUT_TIP_FORCE;
}
else {
but->flag &= ~UI_BUT_TIP_FORCE;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_init(C, ar, but, BUTTON_ACTIVATE_OVER);
2012-09-17 01:42:47 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
else if (event->type == EVT_BUT_OPEN) {
2012-03-30 01:51:25 +00:00
but = uit_but_find_open_event(ar, event);
if (but) {
button_activate_init(C, ar, but, BUTTON_ACTIVATE_OVER);
ui_do_button(C, but->block, but, event);
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* exported to interface.c: UI_but_active_only() */
void ui_but_activate_event(bContext *C, ARegion *ar, uiBut *but)
{
2012-03-30 01:51:25 +00:00
wmWindow *win = CTX_wm_window(C);
wmEvent event;
button_activate_init(C, ar, but, BUTTON_ACTIVATE_OVER);
wm_event_init_from_window(win, &event);
2012-03-30 01:51:25 +00:00
event.type = EVT_BUT_OPEN;
event.val = KM_PRESS;
event.customdata = but;
event.customdatafree = false;
ui_do_button(C, but->block, but, &event);
}
/**
* Simulate moving the mouse over a button (or navigating to it with arrow keys).
*
* exported so menus can start with a highlighted button,
* even if the mouse isnt over it
*/
void ui_but_activate_over(bContext *C, ARegion *ar, uiBut *but)
{
button_activate_init(C, ar, but, BUTTON_ACTIVATE_OVER);
}
void ui_but_execute_begin(struct bContext *UNUSED(C), struct ARegion *ar, uiBut *but, void **active_back)
{
2014-06-15 12:15:28 +10:00
/* note: ideally we would not have to change 'but->active' however
* some functions we call don't use data (as they should be doing) */
uiHandleButtonData *data;
*active_back = but->active;
data = MEM_callocN(sizeof(uiHandleButtonData), "uiHandleButtonData_Fake");
but->active = data;
data->region = ar;
}
void ui_but_execute_end(struct bContext *C, struct ARegion *UNUSED(ar), uiBut *but, void *active_back)
{
ui_apply_but(C, but->block, but, but->active, true);
if ((but->flag & UI_BUT_DRAG_MULTI) == 0) {
ui_apply_but_autokey(C, but);
}
/* use onfree event so undo is handled by caller and apply is already done above */
button_activate_exit((bContext *)C, but, but->active, false, true);
but->active = active_back;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
static void ui_handle_button_activate(bContext *C, ARegion *ar, uiBut *but, uiButtonActivateType type)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiBut *oldbut;
uiHandleButtonData *data;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
oldbut = ui_but_find_active_in_region(ar);
if (oldbut) {
2012-03-30 01:51:25 +00:00
data = oldbut->active;
data->cancel = true;
button_activate_exit(C, oldbut, data, false, false);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_init(C, ar, but, type);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/************ handle events for an activated button ***********/
static int ui_handle_button_event(bContext *C, const wmEvent *event, uiBut *but)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
uiHandleButtonData *data = but->active;
const uiHandleButtonState state_orig = data->state;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
uiBlock *block;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ARegion *ar;
int retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
block = but->block;
ar = data->region;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (data->state == BUTTON_STATE_HIGHLIGHT) {
2012-03-30 01:51:25 +00:00
switch (event->type) {
case WINDEACTIVATE:
case EVT_BUT_CANCEL:
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case MOUSEMOVE:
{
uiBut *but_other = ui_but_find_mouse_over(ar, event);
bool exit = false;
2014-08-14 14:06:48 +02:00
if ((!ui_block_is_menu(block) || ui_block_is_pie_menu(but->block)) &&
!ui_but_contains_point_px(ar, but, event->x, event->y))
{
exit = true;
}
else if (but_other && ui_but_is_editable(but_other) && (but_other != but)) {
exit = true;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (exit) {
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
}
2012-03-30 01:51:25 +00:00
else if (event->x != event->prevx || event->y != event->prevy) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* re-enable tooltip on mouse move */
ui_blocks_set_tooltips(ar, true);
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
button_tooltip_timer_reset(C, but);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
2012-09-08 08:59:47 +00:00
case TIMER:
{
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* handle tooltip timer */
if (event->customdata == data->tooltiptimer) {
WM_event_remove_timer(data->wm, data->window, data->tooltiptimer);
2012-03-30 01:51:25 +00:00
data->tooltiptimer = NULL;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (!data->tooltip)
2012-03-30 01:51:25 +00:00
data->tooltip = ui_tooltip_create(C, data->region, but);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* handle menu auto open timer */
else if (event->customdata == data->autoopentimer) {
WM_event_remove_timer(data->wm, data->window, data->autoopentimer);
2012-03-30 01:51:25 +00:00
data->autoopentimer = NULL;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (ui_but_contains_point_px(ar, but, event->x, event->y))
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_state(C, but, BUTTON_STATE_MENU_OPEN);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
}
/* XXX hardcoded keymap check... but anyway, while view changes, tooltips should be removed */
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
case MIDDLEMOUSE:
case MOUSEPAN:
button_timers_tooltip_remove(C, but);
/* fall-through */
default:
/* handle button type specific events */
retval = ui_do_button(C, block, but, event);
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
else if (data->state == BUTTON_STATE_WAIT_RELEASE) {
2012-03-30 01:51:25 +00:00
switch (event->type) {
case WINDEACTIVATE:
data->cancel = true;
button_activate_state(C, but, BUTTON_STATE_EXIT);
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
case MOUSEMOVE:
if (ELEM(but->type, UI_BTYPE_LINK, UI_BTYPE_INLINK)) {
ARegion *ar = data->region;
but->flag |= UI_SELECT;
ui_do_button(C, block, but, event);
ED_region_tag_redraw(ar);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
/* deselect the button when moving the mouse away */
/* also de-activate for buttons that only show higlights */
if (ui_but_contains_point_px(ar, but, event->x, event->y)) {
if (!(but->flag & UI_SELECT)) {
2012-03-30 01:51:25 +00:00
but->flag |= (UI_SELECT | UI_ACTIVE);
data->cancel = false;
ED_region_tag_redraw(data->region);
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
if (but->flag & UI_SELECT) {
2012-03-30 01:51:25 +00:00
but->flag &= ~(UI_SELECT | UI_ACTIVE);
data->cancel = true;
ED_region_tag_redraw(data->region);
}
}
2012-09-10 01:34:42 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
break;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
default:
/* otherwise catch mouse release event */
ui_do_button(C, block, but, event);
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_WAIT_FLASH) {
2012-03-30 01:51:25 +00:00
switch (event->type) {
2012-09-08 08:59:47 +00:00
case TIMER:
{
if (event->customdata == data->flashtimer) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-09-08 08:59:47 +00:00
}
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else if (data->state == BUTTON_STATE_MENU_OPEN) {
/* check for exit because of mouse-over another button */
2012-03-30 01:51:25 +00:00
switch (event->type) {
case MOUSEMOVE:
2012-09-08 08:59:47 +00:00
{
uiBut *bt;
2012-09-08 08:59:47 +00:00
if (data->menu && data->menu->region) {
if (ui_region_contains_point_px(data->menu->region, event->x, event->y)) {
break;
2012-09-08 08:59:47 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
bt = ui_but_find_mouse_over(ar, event);
if (bt && bt->active != data) {
if (but->type != UI_BTYPE_COLOR) { /* exception */
data->cancel = true;
}
button_activate_state(C, but, BUTTON_STATE_EXIT);
2012-09-10 01:22:04 +00:00
}
2012-09-08 08:59:47 +00:00
break;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
ui_do_button(C, block, but, event);
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
else {
2012-03-30 01:51:25 +00:00
retval = ui_do_button(C, block, but, event);
// retval = WM_UI_HANDLER_BREAK; XXX why ?
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
/* may have been re-allocated above (eyedropper for eg) */
data = but->active;
if (data && data->state == BUTTON_STATE_EXIT) {
uiBut *post_but = data->postbut;
uiButtonActivateType post_type = data->posttype;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_exit(C, but, data, (post_but == NULL), false);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* for jumping to the next button with tab while text editing */
if (post_but) {
button_activate_init(C, ar, post_but, post_type);
}
else {
/* XXX issue is because WM_event_add_mousemove(C) is a bad hack and not reliable,
2014-04-20 22:05:05 +10:00
* if that gets coded better this bypass can go away too.
*
* This is needed to make sure if a button was active,
* it stays active while the mouse is over it.
* This avoids adding mousemoves, see: [#33466] */
if (ELEM(state_orig, BUTTON_STATE_INIT, BUTTON_STATE_HIGHLIGHT)) {
if (ui_but_find_mouse_over(ar, event) == but) {
button_activate_init(C, ar, but, BUTTON_ACTIVATE_OVER);
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_handle_list_event(bContext *C, const wmEvent *event, ARegion *ar)
{
uiBut *but;
uiList *ui_list;
uiListDyn *dyn_data;
2012-03-30 01:51:25 +00:00
int retval = WM_UI_HANDLER_CONTINUE;
int type = event->type, val = event->val;
int mx, my;
but = ui_list_find_mouse_over(ar, event->x, event->y);
if (!but) {
return retval;
}
ui_list = but->custom_data;
if (!ui_list || !ui_list->dyn_data) {
return retval;
}
dyn_data = ui_list->dyn_data;
mx = event->x;
my = event->y;
ui_window_to_block(ar, but->block, &mx, &my);
/* convert pan to scrollwheel */
if (type == MOUSEPAN) {
ui_pan_to_scroll(event, &type, &val);
/* if type still is mousepan, we call it handled, since delta-y accumulate */
/* also see wm_event_system.c do_wheel_ui hack */
if (type == MOUSEPAN)
retval = WM_UI_HANDLER_BREAK;
}
if (val == KM_PRESS) {
if (ELEM(type, UPARROWKEY, DOWNARROWKEY) ||
2014-04-03 09:24:09 +11:00
((ELEM(type, WHEELUPMOUSE, WHEELDOWNMOUSE) && event->alt)))
{
const int value_orig = RNA_property_int_get(&but->rnapoin, but->rnaprop);
int value, min, max, inc;
/* activate up/down the list */
value = value_orig;
if ((ui_list->filter_sort_flag & UILST_FLT_SORT_REVERSE) != 0) {
inc = ELEM(type, UPARROWKEY, WHEELUPMOUSE) ? 1 : -1;
}
else {
inc = ELEM(type, UPARROWKEY, WHEELUPMOUSE) ? -1 : 1;
}
if (dyn_data->items_filter_neworder || dyn_data->items_filter_flags) {
/* If we have a display order different from collection order, we have some work! */
int *org_order = MEM_mallocN(dyn_data->items_shown * sizeof(int), __func__);
const int *new_order = dyn_data->items_filter_neworder;
int i, org_idx = -1, len = dyn_data->items_len;
int current_idx = -1;
int filter_exclude = ui_list->filter_flag & UILST_FLT_EXCLUDE;
for (i = 0; i < len; i++) {
if (!dyn_data->items_filter_flags ||
2014-04-03 09:24:09 +11:00
((dyn_data->items_filter_flags[i] & UILST_FLT_ITEM) ^ filter_exclude))
{
org_order[new_order ? new_order[++org_idx] : ++org_idx] = i;
if (i == value) {
current_idx = new_order ? new_order[org_idx] : org_idx;
}
}
else if (i == value && org_idx >= 0) {
current_idx = -(new_order ? new_order[org_idx] : org_idx) - 1;
}
}
/* Now, org_order maps displayed indices to real indices,
* and current_idx either contains the displayed index of active value (positive),
* or its more-nearest one (negated).
*/
if (current_idx < 0) {
current_idx = (current_idx * -1) + (inc < 0 ? inc : inc - 1);
}
else {
current_idx += inc;
}
CLAMP(current_idx, 0, dyn_data->items_shown - 1);
value = org_order[current_idx];
MEM_freeN(org_order);
}
else {
value += inc;
}
CLAMP(value, 0, dyn_data->items_len - 1);
RNA_property_int_range(&but->rnapoin, but->rnaprop, &min, &max);
CLAMP(value, min, max);
if (value != value_orig) {
RNA_property_int_set(&but->rnapoin, but->rnaprop, value);
RNA_property_update(C, &but->rnapoin, but->rnaprop);
ui_apply_but_undo(but);
ui_list->flag |= UILST_SCROLL_TO_ACTIVE_ITEM;
ED_region_tag_redraw(ar);
}
retval = WM_UI_HANDLER_BREAK;
}
else if (ELEM(type, WHEELUPMOUSE, WHEELDOWNMOUSE) && event->shift) {
/* We now have proper grip, but keep this anyway! */
if (ui_list->list_grip < (dyn_data->visual_height_min - UI_LIST_AUTO_SIZE_THRESHOLD)) {
ui_list->list_grip = dyn_data->visual_height;
}
ui_list->list_grip += (type == WHEELUPMOUSE) ? -1 : 1;
ui_list->flag |= UILST_SCROLL_TO_ACTIVE_ITEM;
ED_region_tag_redraw(ar);
retval = WM_UI_HANDLER_BREAK;
}
else if (ELEM(type, WHEELUPMOUSE, WHEELDOWNMOUSE)) {
if (dyn_data->height > dyn_data->visual_height) {
/* list template will clamp */
ui_list->list_scroll += (type == WHEELUPMOUSE) ? -1 : 1;
ED_region_tag_redraw(ar);
retval = WM_UI_HANDLER_BREAK;
}
}
}
return retval;
}
static void ui_handle_button_return_submenu(bContext *C, const wmEvent *event, uiBut *but)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
uiPopupBlockHandle *menu;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
data = but->active;
menu = data->menu;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* copy over return values from the closing menu */
if ((menu->menuretval & UI_RETURN_OK) || (menu->menuretval & UI_RETURN_UPDATE)) {
if (but->type == UI_BTYPE_COLOR)
copy_v3_v3(data->vec, menu->retvec);
else if (but->type == UI_BTYPE_MENU)
2012-03-30 01:51:25 +00:00
data->value = menu->retvalue;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
if (menu->menuretval & UI_RETURN_UPDATE) {
2012-09-10 01:34:42 +00:00
if (data->interactive) {
ui_apply_but(C, but->block, but, data, true);
2012-09-10 01:34:42 +00:00
}
else {
ui_but_update(but);
2012-09-10 01:34:42 +00:00
}
2012-03-30 01:51:25 +00:00
menu->menuretval = 0;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* now change button state or exit, which will close the submenu */
if ((menu->menuretval & UI_RETURN_OK) || (menu->menuretval & UI_RETURN_CANCEL)) {
if (menu->menuretval != UI_RETURN_OK)
data->cancel = true;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
button_activate_exit(C, but, data, true, false);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
else if (menu->menuretval & UI_RETURN_OUT) {
if (event->type == MOUSEMOVE && ui_but_contains_point_px(data->region, but, event->x, event->y)) {
button_activate_state(C, but, BUTTON_STATE_HIGHLIGHT);
}
else {
if (ISKEYBOARD(event->type)) {
/* keyboard menu hierarchy navigation, going back to previous level */
but->active->used_mouse = false;
button_activate_state(C, but, BUTTON_STATE_HIGHLIGHT);
}
else {
data->cancel = true;
button_activate_exit(C, but, data, true, false);
}
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* ************************* menu handling *******************************/
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* function used to prevent loosing the open menu when using nested pulldowns,
* when moving mouse towards the pulldown menu over other buttons that could
* steal the highlight from the current button, only checks:
*
* - while mouse moves in triangular area defined old mouse position and
* left/right side of new menu
* - only for 1 second
*/
static void ui_mouse_motion_towards_init_ex(uiPopupBlockHandle *menu, const int xy[2], const bool force)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
BLI_assert(((uiBlock *)menu->region->uiblocks.first)->flag & UI_BLOCK_MOVEMOUSE_QUIT);
if (!menu->dotowards || force) {
menu->dotowards = true;
menu->towards_xy[0] = xy[0];
menu->towards_xy[1] = xy[1];
if (force)
2012-03-30 01:51:25 +00:00
menu->towardstime = DBL_MAX; /* unlimited time */
else
2012-03-30 01:51:25 +00:00
menu->towardstime = PIL_check_seconds_timer();
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
static void ui_mouse_motion_towards_init(uiPopupBlockHandle *menu, const int xy[2])
{
ui_mouse_motion_towards_init_ex(menu, xy, false);
}
static void ui_mouse_motion_towards_reinit(uiPopupBlockHandle *menu, const int xy[2])
{
ui_mouse_motion_towards_init_ex(menu, xy, true);
}
static bool ui_mouse_motion_towards_check(uiBlock *block, uiPopupBlockHandle *menu, const int xy[2],
const bool use_wiggle_room)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
float p1[2], p2[2], p3[2], p4[2];
float oldp[2] = {menu->towards_xy[0], menu->towards_xy[1]};
const float newp[2] = {xy[0], xy[1]};
bool closer;
const float margin = MENU_TOWARDS_MARGIN;
rctf rect_px;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
BLI_assert(block->flag & UI_BLOCK_MOVEMOUSE_QUIT);
/* annoying fix for [#36269], this is a bit odd but in fact works quite well
* don't mouse-out of a menu if another menu has been created after it.
* if this causes problems we could remove it and check on a different fix - campbell */
if (menu->region->next) {
/* am I the last menu (test) */
ARegion *ar = menu->region->next;
do {
uiBlock *block_iter = ar->uiblocks.first;
if (block_iter && ui_block_is_menu(block_iter)) {
return true;
}
} while ((ar = ar->next));
}
/* annoying fix end! */
2012-09-10 01:34:42 +00:00
if (!menu->dotowards) {
return false;
2012-09-10 01:34:42 +00:00
}
if (len_squared_v2v2(oldp, newp) < (4.0f * 4.0f))
return menu->dotowards;
/* verify that we are moving towards one of the edges of the
* menu block, in other words, in the triangle formed by the
* initial mouse location and two edge points. */
ui_block_to_window_rctf(menu->region, block, &rect_px, &block->rect);
p1[0] = rect_px.xmin - margin;
p1[1] = rect_px.ymin - margin;
p2[0] = rect_px.xmax + margin;
p2[1] = rect_px.ymin - margin;
p3[0] = rect_px.xmax + margin;
p3[1] = rect_px.ymax + margin;
p4[0] = rect_px.xmin - margin;
p4[1] = rect_px.ymax + margin;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* allow for some wiggle room, if the user moves a few pixels away,
* don't immediately quit (only for top level menus) */
if (use_wiggle_room) {
const float cent[2] = {
BLI_rctf_cent_x(&rect_px),
BLI_rctf_cent_y(&rect_px)};
float delta[2];
sub_v2_v2v2(delta, oldp, cent);
normalize_v2(delta);
mul_v2_fl(delta, MENU_TOWARDS_WIGGLE_ROOM);
add_v2_v2(oldp, delta);
}
closer = (isect_point_tri_v2(newp, oldp, p1, p2) ||
isect_point_tri_v2(newp, oldp, p2, p3) ||
isect_point_tri_v2(newp, oldp, p3, p4) ||
isect_point_tri_v2(newp, oldp, p4, p1));
if (!closer)
menu->dotowards = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* 1 second timer */
if (PIL_check_seconds_timer() - menu->towardstime > BUTTON_MOUSE_TOWARDS_THRESH)
menu->dotowards = false;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return menu->dotowards;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
#ifdef USE_KEYNAV_LIMIT
static void ui_mouse_motion_keynav_init(struct uiKeyNavLock *keynav, const wmEvent *event)
{
keynav->is_keynav = true;
copy_v2_v2_int(keynav->event_xy, &event->x);
}
/**
* Return true if keyinput isn't blocking mouse-motion,
* or if the mouse-motion is enough to disable keyinput.
*/
static bool ui_mouse_motion_keynav_test(struct uiKeyNavLock *keynav, const wmEvent *event)
{
if (keynav->is_keynav && (len_manhattan_v2v2_int(keynav->event_xy, &event->x) > BUTTON_KEYNAV_PX_LIMIT)) {
keynav->is_keynav = false;
}
return keynav->is_keynav;
}
#endif /* USE_KEYNAV_LIMIT */
static char ui_menu_scroll_test(uiBlock *block, int my)
{
2012-03-30 01:51:25 +00:00
if (block->flag & (UI_BLOCK_CLIPTOP | UI_BLOCK_CLIPBOTTOM)) {
if (block->flag & UI_BLOCK_CLIPTOP)
if (my > block->rect.ymax - UI_MENU_SCROLL_MOUSE)
return 't';
if (block->flag & UI_BLOCK_CLIPBOTTOM)
if (my < block->rect.ymin + UI_MENU_SCROLL_MOUSE)
return 'b';
}
return 0;
}
static int ui_menu_scroll(ARegion *ar, uiBlock *block, int my, uiBut *to_bt)
{
uiBut *bt;
float dy = 0.0f;
if (to_bt) {
/* scroll to activated button */
if (block->flag & UI_BLOCK_CLIPTOP) {
2012-11-01 09:54:00 +00:00
if (to_bt->rect.ymax > block->rect.ymax - UI_MENU_SCROLL_ARROW)
dy = block->rect.ymax - to_bt->rect.ymax - UI_MENU_SCROLL_ARROW;
}
if (block->flag & UI_BLOCK_CLIPBOTTOM) {
2012-11-01 09:54:00 +00:00
if (to_bt->rect.ymin < block->rect.ymin + UI_MENU_SCROLL_ARROW)
dy = block->rect.ymin - to_bt->rect.ymin + UI_MENU_SCROLL_ARROW;
}
}
else {
/* scroll when mouse over arrow buttons */
char test = ui_menu_scroll_test(block, my);
if (test == 't')
dy = -UI_UNIT_Y; /* scroll to the top */
else if (test == 'b')
dy = UI_UNIT_Y; /* scroll to the bottom */
}
if (dy != 0.0f) {
if (dy < 0.0f) {
/* stop at top item, extra 0.5 unit Y makes it snap nicer */
float ymax = -FLT_MAX;
for (bt = block->buttons.first; bt; bt = bt->next)
ymax = max_ff(ymax, bt->rect.ymax);
2013-01-08 02:06:16 +00:00
if (ymax + dy - UI_UNIT_Y * 0.5f < block->rect.ymax - UI_MENU_SCROLL_PAD)
dy = block->rect.ymax - ymax - UI_MENU_SCROLL_PAD;
}
else {
/* stop at bottom item, extra 0.5 unit Y makes it snap nicer */
float ymin = FLT_MAX;
for (bt = block->buttons.first; bt; bt = bt->next)
ymin = min_ff(ymin, bt->rect.ymin);
2013-01-08 02:06:16 +00:00
if (ymin + dy + UI_UNIT_Y * 0.5f > block->rect.ymin + UI_MENU_SCROLL_PAD)
dy = block->rect.ymin - ymin + UI_MENU_SCROLL_PAD;
}
/* apply scroll offset */
for (bt = block->buttons.first; bt; bt = bt->next) {
bt->rect.ymin += dy;
bt->rect.ymax += dy;
}
/* set flags again */
ui_popup_block_scrolltest(block);
ED_region_tag_redraw(ar);
return 1;
}
return 0;
}
/**
* Special function to handle nested menus.
* let the parent menu get the event.
*
* This allows a menu to be open,
* but send key events to the parent if theres no active buttons.
*
* Without this keyboard navigation from menu's wont work.
*/
static bool ui_menu_pass_event_to_parent_if_nonactive(uiPopupBlockHandle *menu, const uiBut *but,
const int level, const int retval)
{
if ((level != 0) && (but == NULL)) {
menu->menuretval = UI_RETURN_OUT | UI_RETURN_OUT_PARENT;
(void) retval; /* so release builds with strict flags are happy as well */
BLI_assert(retval == WM_UI_HANDLER_CONTINUE);
return true;
}
else {
return false;
}
}
static int ui_handle_menu_button(bContext *C, const wmEvent *event, uiPopupBlockHandle *menu)
{
ARegion *ar = menu->region;
uiBut *but = ui_but_find_active_in_region(ar);
int retval;
if (but) {
/* Its possible there is an active menu item NOT under the mouse,
* in this case ignore mouse clicks outside the button (but Enter etc is accepted) */
if (event->val == KM_RELEASE) {
/* pass, needed so we can exit active menu-items when click-dragging out of them */
}
2014-08-14 14:06:48 +02:00
else if (!ui_block_is_menu(but->block) || ui_block_is_pie_menu(but->block)) {
/* pass, skip for dialogs */
}
else if (!ui_region_contains_point_px(but->active->region, event->x, event->y)) {
/* pass, needed to click-exit outside of non-flaoting menus */
}
else if ((!ELEM(event->type, MOUSEMOVE, WHEELUPMOUSE, WHEELDOWNMOUSE, MOUSEPAN)) && ISMOUSE(event->type)) {
if (!ui_but_contains_point_px(but->active->region, but, event->x, event->y)) {
but = NULL;
}
}
}
if (but) {
ScrArea *ctx_area = CTX_wm_area(C);
ARegion *ctx_region = CTX_wm_region(C);
if (menu->ctx_area) CTX_wm_area_set(C, menu->ctx_area);
if (menu->ctx_region) CTX_wm_region_set(C, menu->ctx_region);
retval = ui_handle_button_event(C, event, but);
if (menu->ctx_area) CTX_wm_area_set(C, ctx_area);
if (menu->ctx_region) CTX_wm_region_set(C, ctx_region);
}
else {
retval = ui_handle_button_over(C, event, ar);
}
return retval;
}
float ui_block_calc_pie_segment(uiBlock *block, const float event_xy[2])
{
float seg1[2];
float seg2[2];
float len;
if (block->pie_data.flags & UI_PIE_INITIAL_DIRECTION) {
copy_v2_v2(seg1, block->pie_data.pie_center_init);
}
else {
copy_v2_v2(seg1, block->pie_data.pie_center_spawned);
}
sub_v2_v2v2(seg2, event_xy, seg1);
len = normalize_v2_v2(block->pie_data.pie_dir, seg2);
if (len < U.pie_menu_threshold * U.pixelsize)
block->pie_data.flags |= UI_PIE_INVALID_DIR;
else
block->pie_data.flags &= ~UI_PIE_INVALID_DIR;
return len;
}
static int ui_handle_menu_event(
bContext *C, const wmEvent *event, uiPopupBlockHandle *menu,
int level, const bool is_parent_inside, const bool is_parent_menu, const bool is_floating)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
ARegion *ar;
uiBlock *block;
uiBut *but, *bt;
int mx, my, retval;
bool inside;
bool inside_title; /* check for title dragging */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
ar = menu->region;
block = ar->uiblocks.first;
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_CONTINUE;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
mx = event->x;
my = event->y;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
ui_window_to_block(ar, block, &mx, &my);
/* check if mouse is inside block */
inside = BLI_rctf_isect_pt(&block->rect, mx, my);
inside_title = inside && ((my + (UI_UNIT_Y * 1.5f)) > block->rect.ymax);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
/* if there's an active modal button, don't check events or outside, except for search menu */
but = ui_but_find_active_in_region(ar);
#ifdef USE_DRAG_POPUP
if (menu->is_grab) {
if (event->type == LEFTMOUSE) {
menu->is_grab = false;
retval = WM_UI_HANDLER_BREAK;
}
else {
if (event->type == MOUSEMOVE) {
int mdiff[2];
sub_v2_v2v2_int(mdiff, &event->x, menu->grab_xy_prev);
copy_v2_v2_int(menu->grab_xy_prev, &event->x);
add_v2_v2v2_int(menu->popup_create_vars.event_xy, menu->popup_create_vars.event_xy, mdiff);
ui_popup_translate(C, ar, mdiff);
}
return retval;
}
}
#endif
if (but && button_modal_state(but->active->state)) {
if (block->flag & UI_BLOCK_MOVEMOUSE_QUIT) {
/* if a button is activated modal, always reset the start mouse
* position of the towards mechanism to avoid loosing focus,
* and don't handle events */
ui_mouse_motion_towards_reinit(menu, &event->x);
}
}
else if (event->type == TIMER) {
if (event->customdata == menu->scrolltimer)
ui_menu_scroll(ar, block, my, NULL);
}
else {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* for ui_mouse_motion_towards_block */
if (event->type == MOUSEMOVE) {
if (block->flag & UI_BLOCK_MOVEMOUSE_QUIT) {
ui_mouse_motion_towards_init(menu, &event->x);
}
/* add menu scroll timer, if needed */
if (ui_menu_scroll_test(block, my))
2012-03-30 01:51:25 +00:00
if (menu->scrolltimer == NULL)
menu->scrolltimer =
WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, MENU_SCROLL_INTERVAL);
}
/* first block own event func */
if (block->block_event_func && block->block_event_func(C, block, event)) {
/* pass */
} /* events not for active search menu button */
else {
int act = 0;
2012-03-30 01:51:25 +00:00
switch (event->type) {
/* closing sublevels of pulldowns */
case LEFTARROWKEY:
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS && (block->flag & UI_BLOCK_LOOP))
if (block->saferct.first)
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_OUT;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
break;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* opening sublevels of pulldowns */
case RIGHTARROWKEY:
2012-03-30 01:51:25 +00:00
if (event->val == KM_PRESS && (block->flag & UI_BLOCK_LOOP)) {
if (ui_menu_pass_event_to_parent_if_nonactive(menu, but, level, retval))
break;
but = ui_but_find_active_in_region(ar);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (!but) {
/* no item active, we make first active */
if (block->direction & UI_DIR_UP) but = ui_but_last(block);
2012-03-30 01:51:25 +00:00
else but = ui_but_first(block);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
if (but && ELEM(but->type, UI_BTYPE_BLOCK, UI_BTYPE_PULLDOWN))
ui_handle_button_activate(C, ar, but, BUTTON_ACTIVATE_OPEN);
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
break;
case UPARROWKEY:
case DOWNARROWKEY:
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
case MOUSEPAN:
/* arrowkeys: only handle for block_loop blocks */
2012-09-10 01:07:20 +00:00
if (event->alt || event->shift || event->ctrl || event->oskey) {
/* pass */
}
else if (inside || (block->flag & UI_BLOCK_LOOP)) {
int type = event->type;
int val = event->val;
/* convert pan to scrollwheel */
if (type == MOUSEPAN)
ui_pan_to_scroll(event, &type, &val);
if (val == KM_PRESS) {
const eButType type_flip = UI_BTYPE_BUT | UI_BTYPE_ROW;
if (ui_menu_pass_event_to_parent_if_nonactive(menu, but, level, retval))
break;
#ifdef USE_KEYNAV_LIMIT
ui_mouse_motion_keynav_init(&menu->keynav_state, event);
#endif
but = ui_but_find_active_in_region(ar);
if (but) {
/* is there a situation where UI_DIR_LEFT or UI_DIR_RIGHT would also change navigation direction? */
if (((ELEM(type, DOWNARROWKEY, WHEELDOWNMOUSE)) && (block->direction & UI_DIR_DOWN)) ||
((ELEM(type, DOWNARROWKEY, WHEELDOWNMOUSE)) && (block->direction & UI_DIR_RIGHT)) ||
((ELEM(type, UPARROWKEY, WHEELUPMOUSE)) && (block->direction & UI_DIR_UP)))
2012-03-30 01:51:25 +00:00
{
2014-11-11 16:52:03 +01:00
/* the following is just a hack - uiBut->type set to
* UI_BTYPE_BUT and UI_BTYPE_BUT_MENU have there menus built opposite ways -
* this should be changed so that all popup-menus use the same uiBlock->direction */
if (but->type & type_flip)
2012-03-30 01:51:25 +00:00
but = ui_but_next(but);
else
2012-03-30 01:51:25 +00:00
but = ui_but_prev(but);
}
else {
if (but->type & type_flip)
2012-03-30 01:51:25 +00:00
but = ui_but_prev(but);
else
2012-03-30 01:51:25 +00:00
but = ui_but_next(but);
}
if (but) {
ui_handle_button_activate(C, ar, but, BUTTON_ACTIVATE);
ui_menu_scroll(ar, block, my, but);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
if (!but) {
if (((ELEM(type, UPARROWKEY, WHEELUPMOUSE)) && (block->direction & UI_DIR_DOWN)) ||
((ELEM(type, UPARROWKEY, WHEELUPMOUSE)) && (block->direction & UI_DIR_RIGHT)) ||
((ELEM(type, DOWNARROWKEY, WHEELDOWNMOUSE)) && (block->direction & UI_DIR_UP)))
2012-03-30 01:51:25 +00:00
{
if ((bt = ui_but_first(block)) && (bt->type & type_flip)) {
2012-03-30 01:51:25 +00:00
bt = ui_but_last(block);
}
else {
/* keep ui_but_first() */
}
}
else {
if ((bt = ui_but_first(block)) && (bt->type & type_flip)) {
/* keep ui_but_first() */
}
else {
2012-03-30 01:51:25 +00:00
bt = ui_but_last(block);
}
}
2012-09-10 01:07:20 +00:00
if (bt) {
ui_handle_button_activate(C, ar, bt, BUTTON_ACTIVATE);
ui_menu_scroll(ar, block, my, bt);
2012-09-10 01:07:20 +00:00
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
break;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
case ONEKEY: case PAD1:
act = 1;
case TWOKEY: case PAD2:
if (act == 0) act = 2;
case THREEKEY: case PAD3:
if (act == 0) act = 3;
case FOURKEY: case PAD4:
if (act == 0) act = 4;
case FIVEKEY: case PAD5:
if (act == 0) act = 5;
case SIXKEY: case PAD6:
if (act == 0) act = 6;
case SEVENKEY: case PAD7:
if (act == 0) act = 7;
case EIGHTKEY: case PAD8:
if (act == 0) act = 8;
case NINEKEY: case PAD9:
if (act == 0) act = 9;
case ZEROKEY: case PAD0:
if (act == 0) act = 10;
if ((block->flag & UI_BLOCK_NUMSELECT) && event->val == KM_PRESS) {
int count;
if (ui_menu_pass_event_to_parent_if_nonactive(menu, but, level, retval))
break;
2012-03-30 01:51:25 +00:00
if (event->alt) act += 10;
count = 0;
for (but = block->buttons.first; but; but = but->next) {
bool doit = false;
if (!ELEM(but->type, UI_BTYPE_LABEL, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE))
count++;
/* exception for rna layer buts */
if (but->rnapoin.data && but->rnaprop &&
ELEM(RNA_property_subtype(but->rnaprop), PROP_LAYER, PROP_LAYER_MEMBER))
{
if (but->rnaindex == act - 1) {
doit = true;
}
}
2012-09-10 01:34:42 +00:00
else if (count == act) {
doit = true;
}
if (doit) {
/* activate buttons but open menu's */
uiButtonActivateType activate;
if (but->type == UI_BTYPE_PULLDOWN) {
activate = BUTTON_ACTIVATE_OPEN;
}
else {
activate = BUTTON_ACTIVATE_APPLY;
}
ui_handle_button_activate(C, ar, but, activate);
break;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
break;
/* Handle keystrokes on menu items */
case AKEY:
case BKEY:
case CKEY:
case DKEY:
case EKEY:
case FKEY:
case GKEY:
case HKEY:
case IKEY:
case JKEY:
case KKEY:
case LKEY:
case MKEY:
case NKEY:
case OKEY:
case PKEY:
case QKEY:
case RKEY:
case SKEY:
case TKEY:
case UKEY:
case VKEY:
case WKEY:
case XKEY:
case YKEY:
case ZKEY:
{
if ((event->val == KM_PRESS || event->val == KM_DBL_CLICK) &&
(event->shift == 0) &&
(event->ctrl == 0) &&
(event->oskey == 0))
2012-03-30 01:51:25 +00:00
{
if (ui_menu_pass_event_to_parent_if_nonactive(menu, but, level, retval))
break;
2012-03-30 01:51:25 +00:00
for (but = block->buttons.first; but; but = but->next) {
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
if (but->menu_key == event->type) {
if (ELEM(but->type, UI_BTYPE_BUT, UI_BTYPE_BUT_MENU)) {
/* mainly for operator buttons */
ui_handle_button_activate(C, ar, but, BUTTON_ACTIVATE_APPLY);
}
else if (ELEM(but->type, UI_BTYPE_BLOCK, UI_BTYPE_PULLDOWN)) {
/* open submenus (like right arrow key) */
ui_handle_button_activate(C, ar, but, BUTTON_ACTIVATE_OPEN);
}
else if (but->type == UI_BTYPE_MENU) {
/* activate menu items */
ui_handle_button_activate(C, ar, but, BUTTON_ACTIVATE);
}
else {
printf("%s: error, but->menu_key type: %d\n", __func__, but->type);
}
break;
}
}
2012-03-30 01:51:25 +00:00
retval = WM_UI_HANDLER_BREAK;
}
break;
}
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* here we check return conditions for menus */
if (block->flag & UI_BLOCK_LOOP) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* if we click outside the block, verify if we clicked on the
* button that opened us, otherwise we need to close,
*
* note that there is an exception for root level menus and
* popups which you can click again to close.
*/
2012-03-30 01:51:25 +00:00
if (inside == 0) {
uiSafetyRct *saferct = block->saferct.first;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
if (ELEM(event->type, LEFTMOUSE, MIDDLEMOUSE, RIGHTMOUSE) &&
ELEM(event->val, KM_PRESS, KM_DBL_CLICK))
{
if ((is_parent_menu == false) && (U.uiflag & USER_MENUOPENAUTO) == 0) {
/* for root menus, allow clicking to close */
if (block->flag & (UI_BLOCK_OUT_1))
menu->menuretval = UI_RETURN_OK;
else
menu->menuretval = UI_RETURN_OUT;
}
else if (saferct && !BLI_rctf_isect_pt(&saferct->parent, event->x, event->y)) {
if (block->flag & (UI_BLOCK_OUT_1))
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_OK;
else
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_OUT;
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-10-14 13:08:19 +00:00
if (menu->menuretval) {
/* pass */
}
#ifdef USE_KEYNAV_LIMIT
else if ((event->type == MOUSEMOVE) && ui_mouse_motion_keynav_test(&menu->keynav_state, event)) {
/* don't handle the mousemove if we're using key-navigation */
retval = WM_UI_HANDLER_BREAK;
}
#endif
2012-03-30 01:51:25 +00:00
else if (event->type == ESCKEY && event->val == KM_PRESS) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* esc cancels this and all preceding menus */
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_CANCEL;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
2012-03-30 01:51:25 +00:00
else if (ELEM(event->type, RETKEY, PADENTER) && event->val == KM_PRESS) {
/* enter will always close this block, we let the event
* get handled by the button if it is activated, otherwise we cancel */
if (!ui_but_find_active_in_region(ar))
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_CANCEL | UI_RETURN_POPUP_OK;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
#ifdef USE_DRAG_POPUP
else if ((event->type == LEFTMOUSE) && (event->val == KM_PRESS) &&
(inside && is_floating && inside_title))
{
if (!but || !ui_but_contains_point_px(ar, but, event->x, event->y)) {
2014-08-06 00:40:41 +10:00
if (but) {
button_timers_tooltip_remove(C, but);
}
menu->is_grab = true;
copy_v2_v2_int(menu->grab_xy_prev, &event->x);
retval = WM_UI_HANDLER_BREAK;
}
}
#endif
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
else {
/* check mouse moving outside of the menu */
2012-03-30 01:51:25 +00:00
if (inside == 0 && (block->flag & UI_BLOCK_MOVEMOUSE_QUIT)) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiSafetyRct *saferct;
ui_mouse_motion_towards_check(block, menu, &event->x, is_parent_inside == false);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* check for all parent rects, enables arrowkeys to be used */
2012-03-30 01:51:25 +00:00
for (saferct = block->saferct.first; saferct; saferct = saferct->next) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* for mouse move we only check our own rect, for other
* events we check all preceding block rects too to make
* arrow keys navigation work */
2012-03-30 01:51:25 +00:00
if (event->type != MOUSEMOVE || saferct == block->saferct.first) {
if (BLI_rctf_isect_pt(&saferct->parent, (float)event->x, (float)event->y))
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
break;
if (BLI_rctf_isect_pt(&saferct->safety, (float)event->x, (float)event->y))
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
break;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* strict check, and include the parent rect */
if (!menu->dotowards && !saferct) {
if (block->flag & (UI_BLOCK_OUT_1))
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_OK;
else
2012-03-30 01:51:25 +00:00
menu->menuretval = UI_RETURN_OUT;
}
2012-03-30 01:51:25 +00:00
else if (menu->dotowards && event->type == MOUSEMOVE)
retval = WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* end switch */
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
}
/* if we are didn't handle the event yet, lets pass it on to
* buttons inside this region. disabled inside check .. not sure
* anymore why it was there? but it meant enter didn't work
* for example when mouse was not over submenu */
2012-09-10 01:07:20 +00:00
if ((event->type == TIMER) ||
(/*inside &&*/ (!menu->menuretval || (menu->menuretval & UI_RETURN_UPDATE)) && retval == WM_UI_HANDLER_CONTINUE))
{
retval = ui_handle_menu_button(C, event, menu);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
/* if we set a menu return value, ensure we continue passing this on to
* lower menus and buttons, so always set continue then, and if we are
* inside the region otherwise, ensure we swallow the event */
if (menu->menuretval)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
else if (inside)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_BREAK;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
else
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_handle_menu_return_submenu(bContext *C, const wmEvent *event, uiPopupBlockHandle *menu)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ARegion *ar;
uiBut *but;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
uiBlock *block;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiHandleButtonData *data;
uiPopupBlockHandle *submenu;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
2012-03-30 01:51:25 +00:00
ar = menu->region;
block = ar->uiblocks.first;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
but = ui_but_find_active_in_region(ar);
2012-03-30 01:51:25 +00:00
data = but->active;
submenu = data->menu;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (submenu->menuretval) {
bool update;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* first decide if we want to close our own menu cascading, if
* so pass on the sub menu return value to our own menu handle */
if ((submenu->menuretval & UI_RETURN_OK) || (submenu->menuretval & UI_RETURN_CANCEL)) {
if (!(block->flag & UI_BLOCK_KEEP_OPEN)) {
2012-03-30 01:51:25 +00:00
menu->menuretval = submenu->menuretval;
menu->butretval = data->retval;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
}
update = (submenu->menuretval & UI_RETURN_UPDATE) != 0;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* now let activated button in this menu exit, which
* will actually close the submenu too */
ui_handle_button_return_submenu(C, event, but);
if (update)
submenu->menuretval = 0;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
if (block->flag & UI_BLOCK_MOVEMOUSE_QUIT) {
/* for cases where close does not cascade, allow the user to
* move the mouse back towards the menu without closing */
ui_mouse_motion_towards_reinit(menu, &event->x);
}
if (menu->menuretval) {
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return WM_UI_HANDLER_CONTINUE;
}
else {
return WM_UI_HANDLER_BREAK;
}
}
static bool ui_but_pie_menu_supported_apply(uiBut *but)
{
return (!ELEM(but->type, UI_BTYPE_NUM_SLIDER, UI_BTYPE_NUM));
}
static int ui_but_pie_menu_apply(bContext *C, uiPopupBlockHandle *menu, uiBut *but, bool force_close)
{
int retval = WM_UI_HANDLER_BREAK;
if (but && ui_but_pie_menu_supported_apply(but)) {
if (but->type == UI_BTYPE_MENU) {
/* forcing the pie menu to close will not handle menus */
if (!force_close) {
uiBut *active_but = ui_but_find_active_in_region(menu->region);
if (active_but) {
button_activate_exit(C, active_but, active_but->active, false, false);
}
button_activate_init(C, menu->region, but, BUTTON_ACTIVATE_OPEN);
return retval;
}
else {
menu->menuretval = UI_RETURN_CANCEL;
}
}
else {
ui_apply_but(C, but->block, but, but->active, false);
button_activate_exit((bContext *)C, but, but->active, false, true);
menu->menuretval = UI_RETURN_OK;
}
}
else {
menu->menuretval = UI_RETURN_CANCEL;
ED_region_tag_redraw(menu->region);
}
return retval;
}
static uiBut *ui_block_pie_dir_activate(uiBlock *block, const wmEvent *event, RadialDirection dir)
{
uiBut *but;
if ((block->flag & UI_BLOCK_NUMSELECT) && event->val == KM_PRESS) {
for (but = block->buttons.first; but; but = but->next) {
if (but->pie_dir == dir && !ELEM(but->type, UI_BTYPE_SEPR, UI_BTYPE_SEPR_LINE)) {
return but;
}
}
}
return NULL;
}
static int ui_but_pie_button_activate(bContext *C, uiBut *but, uiPopupBlockHandle *menu)
{
uiBut *active_but;
if (but == NULL)
return WM_UI_HANDLER_BREAK;
active_but = ui_but_find_active_in_region(menu->region);
if (active_but)
button_activate_exit(C, active_but, active_but->active, false, false);
button_activate_init(C, menu->region, but, BUTTON_ACTIVATE_OVER);
return ui_but_pie_menu_apply(C, menu, but, false);
}
static int ui_pie_handler(bContext *C, const wmEvent *event, uiPopupBlockHandle *menu)
{
ARegion *ar;
uiBlock *block;
uiBut *but;
float event_xy[2];
double duration;
bool is_click_style;
float dist;
/* we block all events, this is modal interaction, except for drop events which is described below */
int retval = WM_UI_HANDLER_BREAK;
if (event->type == EVT_DROP) {
/* may want to leave this here for later if we support pie ovens */
retval = WM_UI_HANDLER_CONTINUE;
}
ar = menu->region;
block = ar->uiblocks.first;
is_click_style = (block->pie_data.flags & UI_PIE_CLICK_STYLE);
if (menu->scrolltimer == NULL) {
menu->scrolltimer =
WM_event_add_timer(CTX_wm_manager(C), CTX_wm_window(C), TIMER, PIE_MENU_INTERVAL);
menu->scrolltimer->duration = 0.0;
}
duration = menu->scrolltimer->duration;
event_xy[0] = event->x;
event_xy[1] = event->y;
ui_window_to_block_fl(ar, block, &event_xy[0], &event_xy[1]);
dist = ui_block_calc_pie_segment(block, event_xy);
if (event->type == TIMER) {
if (event->customdata == menu->scrolltimer) {
/* deactivate initial direction after a while */
if (duration > 0.01 * U.pie_initial_timeout) {
block->pie_data.flags &= ~UI_PIE_INITIAL_DIRECTION;
}
/* handle animation */
if (!(block->pie_data.flags & UI_PIE_ANIMATION_FINISHED)) {
uiBut *but;
double final_time = 0.01 * U.pie_animation_timeout;
float fac = duration / final_time;
float pie_radius = U.pie_menu_radius * UI_DPI_FAC;
if (fac > 1.0f) {
fac = 1.0f;
block->pie_data.flags |= UI_PIE_ANIMATION_FINISHED;
}
for (but = block->buttons.first; but; but = but->next) {
if (but->pie_dir != UI_RADIAL_NONE) {
float vec[2];
float center[2];
ui_but_pie_dir(but->pie_dir, vec);
center[0] = (vec[0] > 0.01f) ? 0.5f : ((vec[0] < -0.01f) ? -0.5f : 0.0f);
center[1] = (vec[1] > 0.99f) ? 0.5f : ((vec[1] < -0.99f) ? -0.5f : 0.0f);
center[0] *= BLI_rctf_size_x(&but->rect);
center[1] *= BLI_rctf_size_y(&but->rect);
mul_v2_fl(vec, pie_radius);
add_v2_v2(vec, center);
mul_v2_fl(vec, fac);
add_v2_v2(vec, block->pie_data.pie_center_spawned);
BLI_rctf_recenter(&but->rect, vec[0], vec[1]);
}
}
block->pie_data.alphafac = fac;
ED_region_tag_redraw(ar);
}
}
/* check pie velociy here if gesture has ended */
if (block->pie_data.flags & UI_PIE_GESTURE_END_WAIT) {
float len_sq = 10;
/* use a time threshold to ensure we leave time to the mouse to move */
if (duration - block->pie_data.duration_gesture > 0.02) {
len_sq = len_squared_v2v2(event_xy, block->pie_data.last_pos);
copy_v2_v2(block->pie_data.last_pos, event_xy);
block->pie_data.duration_gesture = duration;
}
if (len_sq < 1.0) {
uiBut *but = ui_but_find_active_in_region(menu->region);
if (but) {
return ui_but_pie_menu_apply(C, menu, but, true);
}
}
}
}
if (event->type == block->pie_data.event && !is_click_style) {
if (event->val != KM_RELEASE) {
ui_handle_menu_button(C, event, menu);
if (len_squared_v2v2(event_xy, block->pie_data.pie_center_init) > PIE_CLICK_THRESHOLD_SQ) {
block->pie_data.flags |= UI_PIE_DRAG_STYLE;
}
/* why redraw here? It's simple, we are getting many double click events here.
* Those operate like mouse move events almost */
ED_region_tag_redraw(ar);
}
else {
/* distance from initial point */
if (!(block->pie_data.flags & UI_PIE_DRAG_STYLE)) {
block->pie_data.flags |= UI_PIE_CLICK_STYLE;
}
else {
uiBut *but = ui_but_find_active_in_region(menu->region);
if (but && (U.pie_menu_confirm > 0) &&
(dist >= U.pie_menu_threshold + U.pie_menu_confirm))
{
if (but)
return ui_but_pie_menu_apply(C, menu, but, true);
}
retval = ui_but_pie_menu_apply(C, menu, but, true);
}
}
}
else {
/* direction from numpad */
RadialDirection num_dir = UI_RADIAL_NONE;
switch (event->type) {
case MOUSEMOVE:
if (!is_click_style) {
float len_sq = len_squared_v2v2(event_xy, block->pie_data.pie_center_init);
/* here we use the initial position explicitly */
if (len_sq > PIE_CLICK_THRESHOLD_SQ) {
block->pie_data.flags |= UI_PIE_DRAG_STYLE;
}
/* here instead, we use the offset location to account for the initial direction timeout */
if ((U.pie_menu_confirm > 0) &&
(dist >= U.pie_menu_threshold + U.pie_menu_confirm))
{
block->pie_data.flags |= UI_PIE_GESTURE_END_WAIT;
copy_v2_v2(block->pie_data.last_pos, event_xy);
block->pie_data.duration_gesture = duration;
}
}
ui_handle_menu_button(C, event, menu);
/* mouse move should always refresh the area for pie menus */
ED_region_tag_redraw(ar);
break;
case LEFTMOUSE:
if (is_click_style) {
if (block->pie_data.flags & UI_PIE_INVALID_DIR) {
menu->menuretval = UI_RETURN_CANCEL;
}
else {
retval = ui_handle_menu_button(C, event, menu);
}
}
break;
case ESCKEY:
case RIGHTMOUSE:
menu->menuretval = UI_RETURN_CANCEL;
break;
case AKEY:
case BKEY:
case CKEY:
case DKEY:
case EKEY:
case FKEY:
case GKEY:
case HKEY:
case IKEY:
case JKEY:
case KKEY:
case LKEY:
case MKEY:
case NKEY:
case OKEY:
case PKEY:
case QKEY:
case RKEY:
case SKEY:
case TKEY:
case UKEY:
case VKEY:
case WKEY:
case XKEY:
case YKEY:
case ZKEY:
{
if ((event->val == KM_PRESS || event->val == KM_DBL_CLICK) &&
(event->shift == 0) &&
(event->ctrl == 0) &&
(event->oskey == 0))
{
for (but = block->buttons.first; but; but = but->next) {
if (but->menu_key == event->type) {
ui_but_pie_button_activate(C, but, menu);
}
}
}
break;
}
#define CASE_NUM_TO_DIR(n, d) \
case (ZEROKEY + n): case (PAD0 + n): \
{ if (num_dir == UI_RADIAL_NONE) num_dir = d; } (void)0
CASE_NUM_TO_DIR(1, UI_RADIAL_SW);
CASE_NUM_TO_DIR(2, UI_RADIAL_S);
CASE_NUM_TO_DIR(3, UI_RADIAL_SE);
CASE_NUM_TO_DIR(4, UI_RADIAL_W);
CASE_NUM_TO_DIR(6, UI_RADIAL_E);
CASE_NUM_TO_DIR(7, UI_RADIAL_NW);
CASE_NUM_TO_DIR(8, UI_RADIAL_N);
CASE_NUM_TO_DIR(9, UI_RADIAL_NE);
{
but = ui_block_pie_dir_activate(block, event, num_dir);
retval = ui_but_pie_button_activate(C, but, menu);
break;
}
#undef CASE_NUM_TO_DIR
default:
retval = ui_handle_menu_button(C, event, menu);
break;
}
}
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_handle_menus_recursive(
bContext *C, const wmEvent *event, uiPopupBlockHandle *menu,
int level, const bool is_parent_inside, const bool is_parent_menu, const bool is_floating)
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
uiBut *but;
uiHandleButtonData *data;
uiPopupBlockHandle *submenu;
2012-03-30 01:51:25 +00:00
int retval = WM_UI_HANDLER_CONTINUE;
bool do_towards_reinit = false;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* check if we have a submenu, and handle events for it first */
but = ui_but_find_active_in_region(menu->region);
2012-03-30 01:51:25 +00:00
data = (but) ? but->active : NULL;
submenu = (data) ? data->menu : NULL;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (submenu) {
uiBlock *block = menu->region->uiblocks.first;
const bool is_menu = ui_block_is_menu(block);
bool inside = false;
/* root pie menus accept the key that spawned them as double click to improve responsiveness */
bool do_recursion = (!(block->flag & UI_BLOCK_RADIAL) || event->type != block->pie_data.event);
if (do_recursion) {
if (is_parent_inside == false) {
int mx, my;
mx = event->x;
my = event->y;
ui_window_to_block(menu->region, block, &mx, &my);
inside = BLI_rctf_isect_pt(&block->rect, mx, my);
}
retval = ui_handle_menus_recursive(C, event, submenu, level + 1, is_parent_inside || inside, is_menu, false);
}
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* now handle events for our own menu */
if (retval == WM_UI_HANDLER_CONTINUE || event->type == TIMER) {
const bool do_but_search = (but && ELEM(but->type, UI_BTYPE_SEARCH_MENU, UI_BTYPE_SEARCH_MENU_UNLINK));
if (submenu && submenu->menuretval) {
const bool do_ret_out_parent = (submenu->menuretval & UI_RETURN_OUT_PARENT) != 0;
2012-03-30 01:51:25 +00:00
retval = ui_handle_menu_return_submenu(C, event, menu);
submenu = NULL; /* hint not to use this, it may be freed by call above */
(void)submenu;
/* we may want to quit the submenu and handle the even in this menu,
* if its important to use it, check 'data->menu' first */
if (((retval == WM_UI_HANDLER_BREAK) && do_ret_out_parent) == 0) {
/* skip applying the event */
return retval;
}
}
if (do_but_search) {
uiBlock *block = menu->region->uiblocks.first;
retval = ui_handle_menu_button(C, event, menu);
if (block->flag & UI_BLOCK_MOVEMOUSE_QUIT) {
/* when there is a active search button and we close it,
* we need to reinit the mouse coords [#35346] */
if (ui_but_find_active_in_region(menu->region) != but) {
do_towards_reinit = true;
}
}
}
else {
uiBlock *block = menu->region->uiblocks.first;
if (block->flag & UI_BLOCK_RADIAL)
retval = ui_pie_handler(C, event, menu);
else if (event->type == LEFTMOUSE || event->val != KM_DBL_CLICK)
retval = ui_handle_menu_event(C, event, menu, level, is_parent_inside, is_parent_menu, is_floating);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
}
if (do_towards_reinit) {
ui_mouse_motion_towards_reinit(menu, &event->x);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* *************** UI event handlers **************** */
static int ui_region_handler(bContext *C, const wmEvent *event, void *UNUSED(userdata))
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
{
ARegion *ar;
uiBut *but;
int retval;
/* here we handle buttons at the region level, non-modal */
2012-03-30 01:51:25 +00:00
ar = CTX_wm_region(C);
retval = WM_UI_HANDLER_CONTINUE;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (ar == NULL || BLI_listbase_is_empty(&ar->uiblocks)) {
return retval;
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* either handle events for already activated button or try to activate */
but = ui_but_find_active_in_region(ar);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
retval = ui_handler_panel_region(C, event, ar);
if (retval == WM_UI_HANDLER_CONTINUE)
2012-03-30 01:51:25 +00:00
retval = ui_handle_list_event(C, event, ar);
if (retval == WM_UI_HANDLER_CONTINUE) {
if (but)
2012-03-30 01:51:25 +00:00
retval = ui_handle_button_event(C, event, but);
else
2012-03-30 01:51:25 +00:00
retval = ui_handle_button_over(C, event, ar);
}
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* re-enable tooltips */
2012-03-30 01:51:25 +00:00
if (event->type == MOUSEMOVE && (event->x != event->prevx || event->y != event->prevy))
ui_blocks_set_tooltips(ar, true);
/* delayed apply callbacks */
ui_apply_but_funcs_after(C);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
return retval;
}
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
static void ui_region_handler_remove(bContext *C, void *UNUSED(userdata))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
bScreen *sc;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ARegion *ar;
2012-03-30 01:51:25 +00:00
ar = CTX_wm_region(C);
if (ar == NULL) return;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
UI_blocklist_free(C, &ar->uiblocks);
2012-03-30 01:51:25 +00:00
sc = CTX_wm_screen(C);
if (sc == NULL) return;
/* delayed apply callbacks, but not for screen level regions, those
* we rather do at the very end after closing them all, which will
* be done in ui_region_handler/window */
if (BLI_findindex(&sc->regionbase, ar) == -1)
ui_apply_but_funcs_after(C);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
static int ui_handler_region_menu(bContext *C, const wmEvent *event, void *UNUSED(userdata))
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
{
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
ARegion *ar;
uiBut *but;
/* here we handle buttons at the window level, modal, for example
* while number sliding, text editing, or when a menu block is open */
2012-03-30 01:51:25 +00:00
ar = CTX_wm_menu(C);
if (!ar)
2012-03-30 01:51:25 +00:00
ar = CTX_wm_region(C);
but = ui_but_find_active_in_region(ar);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if (but) {
uiBut *but_other;
uiHandleButtonData *data;
/* handle activated button events */
2012-03-30 01:51:25 +00:00
data = but->active;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
if ((data->state == BUTTON_STATE_MENU_OPEN) &&
(but->type == UI_BTYPE_PULLDOWN) &&
(but_other = ui_but_find_mouse_over(ar, event)) &&
(but != but_other) &&
(but->type == but_other->type))
{
/* if mouse moves to a different root-level menu button,
* open it to replace the current menu */
ui_handle_button_activate(C, ar, but_other, BUTTON_ACTIVATE_OVER);
button_activate_state(C, but_other, BUTTON_STATE_MENU_OPEN);
}
else if (data->state == BUTTON_STATE_MENU_OPEN) {
int retval;
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* handle events for menus and their buttons recursively,
* this will handle events from the top to the bottom menu */
if (data->menu)
retval = ui_handle_menus_recursive(C, event, data->menu, 0, false, false, false);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* handle events for the activated button */
if ((data->menu && (retval == WM_UI_HANDLER_CONTINUE)) ||
(event->type == TIMER))
{
if (data->menu && data->menu->menuretval)
ui_handle_button_return_submenu(C, event, but);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
else
ui_handle_button_event(C, event, but);
}
}
else {
/* handle events for the activated button */
ui_handle_button_event(C, event, but);
}
}
/* re-enable tooltips */
2012-03-30 01:51:25 +00:00
if (event->type == MOUSEMOVE && (event->x != event->prevx || event->y != event->prevy))
ui_blocks_set_tooltips(ar, true);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* delayed apply callbacks */
ui_apply_but_funcs_after(C);
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
/* we block all events, this is modal interaction */
return WM_UI_HANDLER_BREAK;
}
/* two types of popups, one with operator + enum, other with regular callbacks */
static int ui_popup_handler(bContext *C, const wmEvent *event, void *userdata)
{
2012-03-30 01:51:25 +00:00
uiPopupBlockHandle *menu = userdata;
struct ARegion *menu_region;
/* we block all events, this is modal interaction, except for drop events which is described below */
int retval = WM_UI_HANDLER_BREAK;
bool reset_pie = false;
menu_region = CTX_wm_menu(C);
CTX_wm_menu_set(C, menu->region);
if (event->type == EVT_DROP) {
/* if we're handling drop event we'll want it to be handled by popup callee as well,
* so it'll be possible to perform such operations as opening .blend files by dropping
* them into blender even if there's opened popup like splash screen (sergey)
*/
retval = WM_UI_HANDLER_CONTINUE;
}
ui_handle_menus_recursive(C, event, menu, 0, false, false, true);
/* free if done, does not free handle itself */
if (menu->menuretval) {
wmWindow *win = CTX_wm_window(C);
/* copy values, we have to free first (closes region) */
2012-03-30 01:51:25 +00:00
uiPopupBlockHandle temp = *menu;
uiBlock *block = menu->region->uiblocks.first;
/* set last pie event to allow chained pie spawning */
if (block->flag & UI_BLOCK_RADIAL) {
win->last_pie_event = block->pie_data.event;
reset_pie = true;
}
ui_popup_block_free(C, menu);
UI_popup_handlers_remove(&win->modalhandlers, menu);
#ifdef USE_DRAG_TOGGLE
{
WM_event_free_ui_handler_all(C, &win->modalhandlers,
ui_handler_region_drag_toggle, ui_handler_region_drag_toggle_remove);
}
#endif
if ((temp.menuretval & UI_RETURN_OK) || (temp.menuretval & UI_RETURN_POPUP_OK)) {
if (temp.popup_func)
temp.popup_func(C, temp.popup_arg, temp.retvalue);
if (temp.optype)
WM_operator_name_call_ptr(C, temp.optype, temp.opcontext, NULL);
}
else if (temp.cancel_func)
temp.cancel_func(C, temp.popup_arg);
WM_event_add_mousemove(C);
}
else {
/* re-enable tooltips */
2012-03-30 01:51:25 +00:00
if (event->type == MOUSEMOVE && (event->x != event->prevx || event->y != event->prevy))
ui_blocks_set_tooltips(menu->region, true);
}
/* delayed apply callbacks */
ui_apply_but_funcs_after(C);
if (reset_pie) {
/* reaqcuire window in case pie invalidates it somehow */
wmWindow *win = CTX_wm_window(C);
if (win)
win->last_pie_event = EVENT_NONE;
}
CTX_wm_region_set(C, menu_region);
return retval;
}
static void ui_popup_handler_remove(bContext *C, void *userdata)
{
2012-03-30 01:51:25 +00:00
uiPopupBlockHandle *menu = userdata;
/* free menu block if window is closed for some reason */
ui_popup_block_free(C, menu);
/* delayed apply callbacks */
ui_apply_but_funcs_after(C);
}
void UI_region_handlers_add(ListBase *handlers)
UI: don't use operators anymore for handling user interface events, but rather a special UI handler which makes the code clearer. This UI handler is attached to the region along with other handlers, and also gets a callback when all handlers for the region are removed to ensure things are properly cleaned up. This should fix XXX's in the UI code related to events and context switching. Most of the changes are in interface_handlers.c, which was renamed from interface_ops.c, to convert operators to the UI handler. UI code notes: * uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is required to properly cancel things like timers or tooltips when the region gets removed. * UI_add_region_handlers will add the region level UI handlers, to be used when adding keymap handlers etc. This replaces the UI keymap. * When the UI code starts a modal interaction (number sliding, text editing, opening a menu, ..), it will add an UI handler at the window level which will block events. Windowmanager changes: * Added an UI handler next to the existing keymap and operator modal handlers. It has an event handling and remove callback, and like operator modal handlers will remember the area and region if it is registered at the window level. * Removed the MESSAGE event. * Operator cancel and UI handler remove callbacks now get the window/area/region restored in the context, like the operator modal and UI handler event callbacks. * Regions now receive MOUSEMOVE events for the mouse going outside of the region. This was already happening for areas, but UI buttons are at the region level so we need it there. Issues: * Tooltips and menus stay open when switching to another window, and button highlight doesn't work without moving the mouse first when Blender starts up. I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to arrive.. * Timeline header buttons seem to be moving one pixel or so sometimes when interacting with them. * Seems not due to this commit, but UI and keymap handlers are leaking. It seems that handlers are being added to regions in all screens, also in regions of areas that are not visible, but these handlers are not removed. Probably there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
{
WM_event_remove_ui_handler(handlers, ui_region_handler, ui_region_handler_remove, NULL, false);
WM_event_add_ui_handler(NULL, handlers, ui_region_handler, ui_region_handler_remove, NULL, false);
}
void UI_popup_handlers_add(bContext *C, ListBase *handlers, uiPopupBlockHandle *popup, const bool accept_dbl_click)
{
WM_event_add_ui_handler(C, handlers, ui_popup_handler, ui_popup_handler_remove, popup, accept_dbl_click);
Port of part of the Interface code to 2.50. This is based on the current trunk version, so these files should not need merges. There's two things (clipboard and intptr_t) that are missing in 2.50 and commented out with XXX 2.48, these can be enabled again once trunk is merged into this branch. Further this is not all interface code, there are many parts commented out: * interface.c: nearly all button types, missing: links, chartab, keyevent. * interface_draw.c: almost all code, with some small exceptions. * interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators, making it non-blocking. * interface_regions: this is a part of interface.c, split off, contains code to create regions for tooltips, menus, pupmenu (that one is crashing currently), color chooser, basically regions with buttons which is fairly independent of core interface code. * interface_panel.c and interface_icons.c: not ported over, so no panels and icons yet. Panels should probably become (free floating) regions? * text.c: (formerly language.c) for drawing text and translation. this works but is using bad globals still and could be cleaned up. Header Files: * ED_datafiles.h now has declarations for datatoc_ files, so those extern declarations can be #included instead of repeated. * The user interface code is in UI_interface.h and other UI_* files. Core: * The API for creating blocks, buttons, etc is nearly the same still. Blocks are now created per region instead of per area. * The code was made non-blocking, which means that any changes and redraws should be possible while editing a button. That means though that we need some sort of persistence even though the blender model is to recreate buttons for each redraw. So when a new block is created, some matching happens to find out which buttons correspond to buttons in the previously created block, and for activated buttons some data is then copied over to the new button. * Added UI_init/UI_init_userdef/UI_exit functions that should initialize code in this module, instead of multiple function calls in the windowmanager. * Removed most static/globals from interface.c. * Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it would integrate here? * Currently only full window redraws are used, this should become per region and maybe per button later. Operators: * Events are currently handled through two operators: button activate and menu handle. Operators may not be the best way to implement this, since there are currently some issues with events being missed, but they can become a special handler type instead, this should not be a big change. * The button activate operator runs as long as a button is active, and will handle all interaction with that button until the button is not activated anymore. This means clicking, text editing, number dragging, opening menu blocks, etc. * Since this operator has to be non-blocking, the ui_do_but code needed to made non-blocking. That means variables that were previously on the stack, now need to be stored away in a struct such that they can be accessed again when the operator receives more events. * Additionally the place in the ui_do_but code indicated the state, now that needs to be set explicit in order to handle the right events in the right state. So an activated button can be in one of these states: init, highlight, wait_flash, wait_release, wait_key_event, num_editing, text_editing, text_selecting, block_open, exit. * For each button type an ui_apply_but_* function has also been separated out from ui_do_but. This makes it possible to continuously apply the button as text is being typed for example, and there is an option in the code to enable this. Since the code non-blocking and can deal with the button being deleted even, it should be safe to do this. * When editing text, dragging numbers, etc, the actual data (but->poin) is not being edited, since that would mean data is being edited without correct updates happening, while some other part of blender may be accessing that data in the meantime. So data values, strings, vectors are written to a temporary location and only flush in the apply function. Regions: * Menus, color chooser, tooltips etc all create screen level regions. Such menu blocks give a handle to the button that creates it, which will contain the results of the menu block once a MESSAGE event is received from that menu block. * For this type of menu block the coordinates used to be in window space. They are still created that way and ui_positionblock still works with window coordinates, but after that the block and buttons are brought back to region coordinates since these are now contained in a region. * The flush/overdraw frontbuffer drawing code was removed, the windowmanager should have enough information with these screen level regions to have full control over what gets drawn when and to then do correct compositing. Testing: * The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
}
void UI_popup_handlers_remove(ListBase *handlers, uiPopupBlockHandle *popup)
{
WM_event_remove_ui_handler(handlers, ui_popup_handler, ui_popup_handler_remove, popup, false);
}
void UI_popup_handlers_remove_all(bContext *C, ListBase *handlers)
{
WM_event_free_ui_handler_all(C, handlers, ui_popup_handler, ui_popup_handler_remove);
}
bool UI_textbutton_activate_rna(const bContext *C, ARegion *ar,
const void *rna_poin_data, const char *rna_prop_id)
{
uiBlock *block;
uiBut *but = NULL;
for (block = ar->uiblocks.first; block; block = block->next) {
for (but = block->buttons.first; but; but = but->next) {
if (but->type == UI_BTYPE_TEXT) {
if (but->rnaprop && but->rnapoin.data == rna_poin_data) {
if (STREQ(RNA_property_identifier(but->rnaprop), rna_prop_id)) {
break;
}
}
}
}
if (but)
break;
}
if (but) {
UI_but_active_only(C, ar, block, but);
return true;
}
else {
return false;
}
}
bool UI_textbutton_activate_but(const bContext *C, uiBut *actbut)
{
ARegion *ar = CTX_wm_region(C);
uiBlock *block;
uiBut *but = NULL;
for (block = ar->uiblocks.first; block; block = block->next) {
for (but = block->buttons.first; but; but = but->next)
if (but == actbut && but->type == UI_BTYPE_TEXT)
break;
if (but)
break;
}
if (but) {
UI_but_active_only(C, ar, block, but);
return true;
}
else {
return false;
}
}
void ui_but_clipboard_free(void)
{
curvemapping_free_data(&but_copypaste_curve);
}