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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*
*
* - here initialize and free and handling SPACE data
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*/
#include <string.h>
#include <stdio.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#include "MEM_guardedalloc.h"
#ifdef INTERNATIONAL
#include "BIF_language.h"
#endif
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#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_linklist.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_image_types.h"
#include "DNA_ipo_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view2d_types.h"
#include "DNA_view3d_types.h"
#include "BKE_blender.h"
#include "BKE_curve.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_depsgraph.h"
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#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_ipo.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_utildefines.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
#include "BIF_spacetypes.h" // first, nasty dependency with typedef
#include "BIF_butspace.h"
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#include "BIF_drawimage.h"
#include "BIF_drawseq.h"
#include "BIF_drawtext.h"
#include "BIF_drawscript.h"
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#include "BIF_editarmature.h"
#include "BIF_editfont.h"
#include "BIF_editkey.h"
#include "BIF_editlattice.h"
#include "BIF_editmesh.h"
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
#include "BIF_editmode_undo.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
#include "BIF_editnla.h"
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#include "BIF_editoops.h"
#include "BIF_editseq.h"
#include "BIF_editsima.h"
#include "BIF_editsound.h"
#include "BIF_editview.h"
#include "BIF_gl.h"
#include "BIF_imasel.h"
#include "BIF_interface.h"
#include "BIF_meshtools.h"
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#include "BIF_mywindow.h"
#include "BIF_oops.h"
#include "BIF_poseobject.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
#include "BIF_outliner.h"
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#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toets.h"
#include "BIF_toolbox.h"
#include "BIF_usiblender.h"
#include "BIF_previewrender.h"
#include "BSE_edit.h"
#include "BSE_view.h"
#include "BSE_editipo.h"
#include "BSE_drawipo.h"
#include "BSE_drawview.h"
#include "BSE_drawnla.h"
#include "BSE_filesel.h"
#include "BSE_headerbuttons.h"
#include "BSE_editnla_types.h"
#include "BDR_vpaint.h"
#include "BDR_editmball.h"
#include "BDR_editobject.h"
#include "BDR_editcurve.h"
#include "BDR_editface.h"
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
#include "BDR_unwrapper.h"
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#include "BLO_readfile.h" /* for BLO_blendhandle_close */
#include "PIL_time.h"
#include "BPY_extern.h"
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#include "mydevice.h"
#include "blendef.h"
#include "datatoc.h"
#include "BIF_transform.h"
#include "BKE_depsgraph.h"
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#include "TPT_DependKludge.h"
#ifdef NAN_TPT
#include "BSE_trans_types.h"
#include "IMG_Api.h"
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#endif /* NAN_TPT */
#include "SYS_System.h" /* for the user def menu ... should move elsewhere. */
extern void StartKetsjiShell(ScrArea *area, char* startscenename, struct Main* maggie, int always_use_expand_framing);
/**
* When the mipmap setting changes, we want to redraw the view right
* away to reflect this setting.
*/
void space_mipmap_button_function(int event);
void free_soundspace(SpaceSound *ssound);
/* *************************************** */
/* don't know yet how the handlers will evolve, for simplicity
i choose for an array with eventcodes, this saves in a file!
*/
void add_blockhandler(ScrArea *sa, short eventcode, short val)
{
SpaceLink *sl= sa->spacedata.first;
short a;
// find empty spot
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
if( sl->blockhandler[a]==eventcode ) {
sl->blockhandler[a+1]= val;
break;
}
else if( sl->blockhandler[a]==0) {
sl->blockhandler[a]= eventcode;
sl->blockhandler[a+1]= val;
break;
}
}
if(a==SPACE_MAXHANDLER) printf("error; max (4) blockhandlers reached!\n");
}
void rem_blockhandler(ScrArea *sa, short eventcode)
{
SpaceLink *sl= sa->spacedata.first;
short a;
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
if( sl->blockhandler[a]==eventcode) {
sl->blockhandler[a]= 0;
break;
}
}
}
void toggle_blockhandler(ScrArea *sa, short eventcode, short val)
{
SpaceLink *sl= sa->spacedata.first;
short a, addnew=1;
// find if it exists
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
if( sl->blockhandler[a]==eventcode ) {
sl->blockhandler[a]= 0;
addnew= 0;
}
}
if(addnew) add_blockhandler(sa, eventcode, val);
}
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/* ************* SPACE: VIEW3D ************* */
/* extern void drawview3dspace(ScrArea *sa, void *spacedata); BSE_drawview.h */
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void copy_view3d_lock(short val)
{
bScreen *sc;
int bit;
/* from G.scene copy to the other views */
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sc= G.main->screen.first;
while(sc) {
if(sc->scene==G.scene) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_OOPS && val==REDRAW) {
if(sa->win) scrarea_queue_winredraw(sa);
}
else if(sl->spacetype==SPACE_VIEW3D) {
View3D *vd= (View3D*) sl;
if(vd->scenelock && vd->localview==0) {
vd->lay= G.scene->lay;
vd->camera= G.scene->camera;
if(vd->camera==0 && vd->persp>1) vd->persp= 1;
if( (vd->lay & vd->layact) == 0) {
bit= 0;
while(bit<32) {
if(vd->lay & (1<<bit)) {
vd->layact= 1<<bit;
break;
}
bit++;
}
}
if(val==REDRAW && vd==sa->spacedata.first) {
if(sa->win) scrarea_queue_redraw(sa);
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}
}
}
sl= sl->next;
}
sa= sa->next;
}
}
sc= sc->id.next;
}
}
void handle_view3d_around()
{
bScreen *sc;
if ((U.uiflag & USER_LOCKAROUND)==0) return;
/* copies from G.vd->around to other view3ds */
sc= G.main->screen.first;
while(sc) {
if(sc->scene==G.scene) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *vd= (View3D*) sl;
if (vd != G.vd) {
vd->around= G.vd->around;
if (G.vd->flag & V3D_ALIGN)
vd->flag |= V3D_ALIGN;
else
vd->flag &= ~V3D_ALIGN;
scrarea_queue_headredraw(sa);
}
}
sl= sl->next;
}
sa= sa->next;
}
}
sc= sc->id.next;
}
}
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void handle_view3d_lock()
{
if (G.vd != NULL) {
if(G.vd->localview==0 && G.vd->scenelock && curarea->spacetype==SPACE_VIEW3D) {
/* copy to scene */
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G.scene->lay= G.vd->lay;
G.scene->camera= G.vd->camera;
copy_view3d_lock(REDRAW);
}
}
}
void space_set_commmandline_options(void) {
SYS_SystemHandle syshandle;
int a;
if ( (syshandle = SYS_GetSystem()) ) {
/* User defined settings */
a= (U.gameflags & USER_VERTEX_ARRAYS);
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SYS_WriteCommandLineInt(syshandle, "vertexarrays", a);
a= (U.gameflags & USER_DISABLE_SOUND);
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SYS_WriteCommandLineInt(syshandle, "noaudio", a);
a= (U.gameflags & USER_DISABLE_MIPMAP);
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set_mipmap(!a);
SYS_WriteCommandLineInt(syshandle, "nomipmap", a);
/* File specific settings: */
/* Only test the first one. These two are switched
* simultaneously. */
a= (G.fileflags & G_FILE_SHOW_FRAMERATE);
SYS_WriteCommandLineInt(syshandle, "show_framerate", a);
SYS_WriteCommandLineInt(syshandle, "show_profile", a);
/* When in wireframe mode, always draw debug props. */
if (G.vd) {
a = ( (G.fileflags & G_FILE_SHOW_DEBUG_PROPS)
|| (G.vd->drawtype == OB_WIRE)
|| (G.vd->drawtype == OB_SOLID) );
SYS_WriteCommandLineInt(syshandle, "show_properties", a);
}
a= (G.fileflags & G_FILE_ENABLE_ALL_FRAMES);
SYS_WriteCommandLineInt(syshandle, "fixedtime", a);
}
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
#if GAMEBLENDER == 1
2002-10-12 11:37:38 +00:00
/**
* These two routines imported from the gameengine,
* I suspect a lot of the resetting stuff is cruft
* and can be removed, but it should be checked.
*/
static void SaveState(void)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
init_realtime_GL();
init_gl_stuff();
if(G.scene->camera==0 || G.scene->camera->type!=OB_CAMERA)
error("no (correct) camera");
waitcursor(1);
}
static void RestoreState(void)
{
curarea->win_swap = 0;
curarea->head_swap=0;
allqueue(REDRAWVIEW3D, 1);
2002-10-12 11:37:38 +00:00
allqueue(REDRAWBUTSALL, 0);
reset_slowparents();
waitcursor(0);
G.qual= 0;
glPopAttrib();
}
static LinkNode *save_and_reset_all_scene_cfra(void)
{
LinkNode *storelist= NULL;
Scene *sc;
for (sc= G.main->scene.first; sc; sc= sc->id.next) {
BLI_linklist_prepend(&storelist, (void*) (long) sc->r.cfra);
2002-10-12 11:37:38 +00:00
sc->r.cfra= 1;
set_scene_bg(sc);
}
BLI_linklist_reverse(&storelist);
return storelist;
}
static void restore_all_scene_cfra(LinkNode *storelist) {
LinkNode *sc_store= storelist;
Scene *sc;
for (sc= G.main->scene.first; sc; sc= sc->id.next) {
int stored_cfra= (int) sc_store->link;
sc->r.cfra= stored_cfra;
set_scene_bg(sc);
sc_store= sc_store->next;
}
BLI_linklist_free(storelist, NULL);
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
#endif
2002-10-12 11:37:38 +00:00
void start_game(void)
{
#if GAMEBLENDER == 1
2004-03-28 22:33:21 +00:00
#ifndef NO_KETSJI
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Scene *sc, *startscene = G.scene;
LinkNode *scene_cfra_store;
/* XXX, silly code - the game engine can
* access any scene through logic, so we try
* to make sure each scene has a valid camera,
* just in case the game engine tries to use it.
*
* Better would be to make a better routine
* in the game engine for finding the camera.
* - zr
*/
for (sc= G.main->scene.first; sc; sc= sc->id.next) {
if (!sc->camera) {
Base *base;
for (base= sc->base.first; base; base= base->next)
if (base->object->type==OB_CAMERA)
break;
sc->camera= base?base->object:NULL;
}
}
/* these two lines make sure front and backbuffer are equal. for swapbuffers */
markdirty_all();
screen_swapbuffers();
/* can start from header */
mywinset(curarea->win);
scene_cfra_store= save_and_reset_all_scene_cfra();
/* game engine will do its own sounds. */
2002-10-12 11:37:38 +00:00
sound_stop_all_sounds();
sound_exit_audio();
2002-10-12 11:37:38 +00:00
/* Before jumping into Ketsji, we configure some settings. */
space_set_commmandline_options();
SaveState();
StartKetsjiShell(curarea, startscene->id.name+2, G.main, 1);
2002-10-12 11:37:38 +00:00
RestoreState();
/* Restart BPY - unload the game engine modules. */
BPY_end_python();
BPY_start_python(0, NULL); /* argc, argv stored there already */
BPY_post_start_python(); /* userpref path and menus init */
2002-10-12 11:37:38 +00:00
restore_all_scene_cfra(scene_cfra_store);
set_scene_bg(startscene);
if (G.flags & G_FLAGS_AUTOPLAY)
exit_usiblender();
/* groups could have changed ipo */
allqueue(REDRAWNLA, 0);
allqueue(REDRAWACTION, 0);
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
#endif
#else
notice("Game engine is disabled in this release!");
#endif
2002-10-12 11:37:38 +00:00
}
static void changeview3dspace(ScrArea *sa, void *spacedata)
2002-10-12 11:37:38 +00:00
{
setwinmatrixview3d(0); /* 0= no pick rect */
2002-10-12 11:37:38 +00:00
}
/* Callable from editmode and faceselect mode from the
* moment, would be nice (and is easy) to generalize
* to any mode.
*/
static void align_view_to_selected(View3D *v3d)
{
int nr= pupmenu("Align View%t|To Selected (top)%x2|To Selected (front)%x1|To Selected (side)%x0");
2002-10-12 11:37:38 +00:00
if (nr!=-1) {
int axis= nr;
if ((G.obedit) && (G.obedit->type == OB_MESH)) {
2002-10-12 11:37:38 +00:00
editmesh_align_view_to_selected(v3d, axis);
addqueue(v3d->area->win, REDRAW, 1);
} else if (G.f & G_FACESELECT) {
Object *obact= OBACT;
if (obact && obact->type==OB_MESH) {
Mesh *me= obact->data;
if (me->tface) {
faceselect_align_view_to_selected(v3d, me, axis);
addqueue(v3d->area->win, REDRAW, 1);
}
}
}
}
}
static void select_children(Object *ob, int recursive)
{
Base *base;
for (base= FIRSTBASE; base; base= base->next)
if (ob == base->object->parent) {
base->flag |= SELECT;
base->object->flag |= SELECT;
if (recursive) select_children(base->object, 1);
}
}
static void select_parent(void) /* Makes parent active and de-selected OBACT */
{
Base *base, *startbase, *basact=NULL, *oldbasact;
if (!(OBACT) || !(OBACT->parent)) return;
BASACT->flag &= (~SELECT);
BASACT->object->flag &= (~SELECT);
startbase= FIRSTBASE;
if(BASACT && BASACT->next) startbase= BASACT->next;
base = startbase;
while(base) {
if(base->object==BASACT->object->parent) { basact=base; break; }
base=base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
/* can be NULL if parent in other scene */
if(basact) {
oldbasact = BASACT;
BASACT = basact;
basact->flag |= SELECT;
basact->object->flag= basact->flag;
set_active_base(basact);
}
}
void select_group_menu(void)
{
char *str;
short nr;
/* make menu string */
str= MEM_mallocN(160, "groupmenu");
strcpy(str, "Select Grouped%t|Children%x1|"
"Immediate Children%x2|Parent%x3|"
"Objects on Shared Layers%x4");
/* here we go */
nr= pupmenu(str);
MEM_freeN(str);
select_group(nr);
}
void select_group(short nr)
{
Base *base;
if(nr==4) {
base= FIRSTBASE;
while(base) {
if (base->lay & OBACT->lay) {
base->flag |= SELECT;
base->object->flag |= SELECT;
}
base= base->next;
}
}
else if(nr==2) select_children(OBACT, 0);
else if(nr==1) select_children(OBACT, 1);
else if(nr==3) select_parent();
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSOBJECT, 0);
allspace(REMAKEIPO, 0);
allqueue(REDRAWIPO, 0);
}
static unsigned short convert_for_nonumpad(unsigned short event)
{
if (event>=ZEROKEY && event<=NINEKEY) {
return event - ZEROKEY + PAD0;
} else if (event==MINUSKEY) {
return PADMINUS;
} else if (event==EQUALKEY) {
return PADPLUSKEY;
} else if (event==BACKSLASHKEY) {
return PADSLASHKEY;
} else {
return event;
}
}
/* *************** */
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
void BIF_undo_push(char *str)
{
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(G.obedit) {
if(G.obedit->type==OB_MESH)
undo_push_mesh(str);
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF)
undo_push_curve(str);
else if (G.obedit->type==OB_FONT)
undo_push_font(str);
else if (G.obedit->type==OB_MBALL)
undo_push_mball(str);
2004-11-07 21:14:21 +00:00
else if (G.obedit->type==OB_LATTICE)
undo_push_lattice(str);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
else if (G.obedit->type==OB_ARMATURE)
undo_push_armature(str);
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
}
else {
if(U.uiflag & USER_GLOBALUNDO)
BKE_write_undo(str);
}
}
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
void BIF_undo(void)
{
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(G.obedit) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if ELEM7(G.obedit->type, OB_MESH, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL, OB_LATTICE, OB_ARMATURE)
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
undo_editmode_step(1);
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
}
else {
if(G.f & G_WEIGHTPAINT)
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
wpaint_undo();
else if(G.f & G_VERTEXPAINT)
vpaint_undo();
else {
/* now also in faceselect mode */
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(U.uiflag & USER_GLOBALUNDO) BKE_undo_step(1);
}
}
}
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
void BIF_redo(void)
{
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(G.obedit) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if ELEM7(G.obedit->type, OB_MESH, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL, OB_LATTICE, OB_ARMATURE)
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
undo_editmode_step(-1);
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
}
else {
if(G.f & G_WEIGHTPAINT)
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
wpaint_undo();
else if(G.f & G_VERTEXPAINT)
vpaint_undo();
else {
/* includes faceselect now */
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(U.uiflag & USER_GLOBALUNDO) BKE_undo_step(-1);
}
}
}
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
void BIF_undo_menu(void)
{
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
if(G.obedit) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if ELEM7(G.obedit->type, OB_MESH, OB_FONT, OB_CURVE, OB_SURF, OB_MBALL, OB_LATTICE, OB_ARMATURE)
undo_editmode_menu();
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
allqueue(REDRAWALL, 0);
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
}
else {
if(G.f & G_WEIGHTPAINT)
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
;
else if(G.f & G_VERTEXPAINT)
;
else {
if(U.uiflag & USER_GLOBALUNDO) {
char *menu= BKE_undo_menu_string();
if(menu) {
short event= pupmenu_col(menu, 20);
MEM_freeN(menu);
if(event>0) BKE_undo_number(event);
}
}
Another step in the undo evolution. - Made unified API for undo calls, to be found in space.c BIF_undo_push(char *str) BIF_undo(void) BIF_redo(void) These calls will do all undo levels, including editmode and vpaint. The transition is work in progress, because mesh undo needs recode. - New global hotkey CTR+Z for undo Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc the lighting in shaded mode, which already became much more interactive, like during/after any transform(). Recalc hotkey now is SHIFT+ALT+Z CTRL+<any modifier>+Z is redo. - For OSX users; the Apple-key ("Command") now maps to CTRL as well. This disables the one-mouse-button hack for rightmouse btw, will be fixed in next commit. At least we can use Apple-Z :) - Old Ukey for undo is still there, as a training period... my preference is to restore Ukey to "reload original data" as in past, and only use new CTRL+Z for undo. - Added undo_push() for all of editobject.c and editview.c. Meaning we can start using/testing global undo in the 3d window. Please dont comment on missing parts for now, first I want someone to volunteer to tackle all of that. - Since the global undo has a full 'file' in memory, it can save extremely fast on exit to <temp dir>/quit.blend. That's default now when global undo is enabled. It prints "Saved session recovery to ..." in console then. - In file menu, a new option is added "Recover Last Session". Note that this reads the undo-save, which is without UI. - With such nice new features we then can also kill the disputed Cancel/Confirm menu on Q-KEY. - Added fix which initializes seam/normal theme color on saved themes. They showed black now.... (Note: that's in usiblender.c!)
2004-09-18 12:12:45 +00:00
}
}
}
/* *************** */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
View3D *v3d= sa->spacedata.first;
Object *ob= OBACT; // do not change!
2002-10-12 11:37:38 +00:00
float *curs;
int doredraw= 0, pupval;
unsigned short event= evt->event;
short val= evt->val;
char ascii= evt->ascii;
2002-10-12 11:37:38 +00:00
if(curarea->win==0) return; /* when it comes from sa->headqread() */
2002-10-12 11:37:38 +00:00
if(val) {
if( uiDoBlocks(&curarea->uiblocks, event)!=UI_NOTHING ) event= 0;
if(event==MOUSEY || event==MOUSEX) return;
if(event==UI_BUT_EVENT) do_butspace(val); // temporal, view3d deserves own queue?
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
/* we consider manipulator a button, defaulting to leftmouse */
if(event==LEFTMOUSE) if(BIF_do_manipulator(sa)) return;
/* swap mouse buttons based on user preference */
if (U.flag & USER_LMOUSESELECT) {
if (event==LEFTMOUSE) event = RIGHTMOUSE;
else if (event==RIGHTMOUSE) event = LEFTMOUSE;
}
BPython: - Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None). - Updated Window and Window.Theme with new theme vars and the Time space. - Script links: -- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered. -- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only. -- Other small changes in the script buttons tab: When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it. Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name. -- Implemented Ton's space handler script links: Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender. Here's how it works: - scripts must have a proper header, like: # SPACEHANDLER.VIEW3D.EVENT and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active. EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module: import Blender from Blender import Draw evt = Blender.event if evt == Draw.AKEY: print "a" elif evt == Draw.LEFTMOUSE: print "left mouse button" else: return # ignore, pass event back to Blender Blender.event = None # tell Blender not to process itself the event DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes. To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always. Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine. - doc updates about the additions. ======= Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
/* run any view3d event handler script links */
if (event && sa->scriptlink.totscript)
if (BPY_do_spacehandlers(sa, event, SPACEHANDLER_VIEW3D_EVENT))
return; /* return if event was processed (swallowed) by handler(s) */
2002-10-12 11:37:38 +00:00
/* TEXTEDITING?? */
if((G.obedit) && G.obedit->type==OB_FONT) {
2002-10-12 11:37:38 +00:00
switch(event) {
case LEFTMOUSE:
mouse_cursor();
break;
case MIDDLEMOUSE:
/* use '&' here, because of alt+leftmouse which emulates middlemouse */
if(U.flag & USER_VIEWMOVE) {
if((G.qual==LR_SHIFTKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_SHIFTKEY))))
viewmove(0);
else if((G.qual==LR_CTRLKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_CTRLKEY))))
viewmove(2);
else if((G.qual==0) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==LR_ALTKEY)))
viewmove(1);
2002-10-12 11:37:38 +00:00
}
else {
if((G.qual==LR_SHIFTKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_SHIFTKEY))))
viewmove(1);
else if((G.qual==LR_CTRLKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_CTRLKEY))))
viewmove(2);
else
viewmove(0);
2002-10-12 11:37:38 +00:00
}
break;
case WHEELUPMOUSE:
/* Regular: Zoom in */
/* Shift: Scroll up */
/* Ctrl: Scroll right */
/* Alt-Shift: Rotate up */
/* Alt-Ctrl: Rotate right */
if( G.qual & LR_SHIFTKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_SHIFTKEY;
persptoetsen(PAD2);
G.qual |= LR_SHIFTKEY;
} else {
persptoetsen(PAD2);
}
} else if( G.qual & LR_CTRLKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_CTRLKEY;
persptoetsen(PAD4);
G.qual |= LR_CTRLKEY;
} else {
persptoetsen(PAD4);
}
} else if(U.uiflag & USER_WHEELZOOMDIR)
persptoetsen(PADMINUS);
else
persptoetsen(PADPLUSKEY);
doredraw= 1;
break;
case WHEELDOWNMOUSE:
/* Regular: Zoom out */
/* Shift: Scroll down */
/* Ctrl: Scroll left */
/* Alt-Shift: Rotate down */
/* Alt-Ctrl: Rotate left */
if( G.qual & LR_SHIFTKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_SHIFTKEY;
persptoetsen(PAD8);
G.qual |= LR_SHIFTKEY;
} else {
persptoetsen(PAD8);
}
} else if( G.qual & LR_CTRLKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_CTRLKEY;
persptoetsen(PAD6);
G.qual |= LR_CTRLKEY;
} else {
persptoetsen(PAD6);
}
} else if(U.uiflag & USER_WHEELZOOMDIR)
persptoetsen(PADPLUSKEY);
else
persptoetsen(PADMINUS);
doredraw= 1;
break;
2002-10-12 11:37:38 +00:00
case UKEY:
if(G.qual==LR_ALTKEY) {
2002-10-12 11:37:38 +00:00
remake_editText();
doredraw= 1;
}
else {
2002-10-12 11:37:38 +00:00
do_textedit(event, val, ascii);
}
break;
case VKEY:
if(G.qual==LR_ALTKEY) {
paste_editText();
doredraw= 1;
}
else {
do_textedit(event, val, ascii);
}
break;
2002-10-12 11:37:38 +00:00
case PAD0: case PAD1: case PAD2: case PAD3: case PAD4:
case PAD5: case PAD6: case PAD7: case PAD8: case PAD9:
case PADENTER:
persptoetsen(event);
doredraw= 1;
break;
default:
do_textedit(event, val, ascii);
break;
}
}
else {
if (U.flag & USER_NONUMPAD) {
event= convert_for_nonumpad(event);
}
2002-10-12 11:37:38 +00:00
switch(event) {
case BACKBUFDRAW:
backdrawview3d(1);
break;
/* LEFTMOUSE and RIGHTMOUSE event codes can be swapped above,
* based on user preference USER_LMOUSESELECT
*/
case LEFTMOUSE:
if ((G.obedit) || !(G.f&(G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT))) {
2002-10-12 11:37:38 +00:00
mouse_cursor();
} else if (G.f & G_VERTEXPAINT) {
2002-10-12 11:37:38 +00:00
vertex_paint();
}
else if (G.f & G_WEIGHTPAINT){
weight_paint();
}
else if (G.f & G_TEXTUREPAINT) {
face_draw();
}
break;
case MIDDLEMOUSE:
/* use '&' here, because of alt+leftmouse which emulates middlemouse */
if(U.flag & USER_VIEWMOVE) {
if((G.qual==LR_SHIFTKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_SHIFTKEY))))
viewmove(0);
else if((G.qual==LR_CTRLKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_CTRLKEY))))
viewmove(2);
else if((G.qual==0) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==LR_ALTKEY)))
viewmove(1);
2002-10-12 11:37:38 +00:00
}
else {
if((G.qual==LR_SHIFTKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_SHIFTKEY))))
viewmove(1);
else if((G.qual==LR_CTRLKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_CTRLKEY))))
viewmove(2);
else if((G.qual==0) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==LR_ALTKEY)))
viewmove(0);
2002-10-12 11:37:38 +00:00
}
break;
case RIGHTMOUSE:
if((G.obedit) && (G.qual & LR_CTRLKEY)==0) {
if(G.obedit->type==OB_MESH)
mouse_mesh();
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF)
mouse_nurb();
else if(G.obedit->type==OB_MBALL)
mouse_mball();
else if(G.obedit->type==OB_LATTICE)
mouse_lattice();
else if(G.obedit->type==OB_ARMATURE)
mouse_armature();
}
else if((G.obedit) && (G.qual == (LR_CTRLKEY|LR_ALTKEY)))
mouse_mesh(); // loop select for 1 mousebutton dudes
else if((G.obedit) && (G.qual == (LR_CTRLKEY|LR_ALTKEY|LR_SHIFTKEY)))
mouse_mesh(); // loop select for 1 mousebutton dudes
else if(G.qual==LR_CTRLKEY)
mouse_select(); // also allow in editmode, for vertex parenting
else if(G.f & G_FACESELECT)
face_select();
else if( G.f & (G_VERTEXPAINT|G_TEXTUREPAINT))
sample_vpaint();
2002-10-12 11:37:38 +00:00
else
mouse_select(); // does poses too
2002-10-12 11:37:38 +00:00
break;
2003-01-28 11:14:38 +00:00
case WHEELUPMOUSE:
/* Regular: Zoom in */
/* Shift: Scroll up */
/* Ctrl: Scroll right */
/* Alt-Shift: Rotate up */
/* Alt-Ctrl: Rotate right */
if( G.qual & LR_SHIFTKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_SHIFTKEY;
persptoetsen(PAD2);
G.qual |= LR_SHIFTKEY;
} else {
persptoetsen(PAD2);
}
} else if( G.qual & LR_CTRLKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_CTRLKEY;
persptoetsen(PAD4);
G.qual |= LR_CTRLKEY;
} else {
persptoetsen(PAD4);
}
} else if(U.uiflag & USER_WHEELZOOMDIR)
2003-01-28 11:14:38 +00:00
persptoetsen(PADMINUS);
else
persptoetsen(PADPLUSKEY);
doredraw= 1;
break;
case WHEELDOWNMOUSE:
/* Regular: Zoom out */
/* Shift: Scroll down */
/* Ctrl: Scroll left */
/* Alt-Shift: Rotate down */
/* Alt-Ctrl: Rotate left */
if( G.qual & LR_SHIFTKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_SHIFTKEY;
persptoetsen(PAD8);
G.qual |= LR_SHIFTKEY;
} else {
persptoetsen(PAD8);
}
} else if( G.qual & LR_CTRLKEY ) {
if( G.qual & LR_ALTKEY ) {
G.qual &= ~LR_CTRLKEY;
persptoetsen(PAD6);
G.qual |= LR_CTRLKEY;
} else {
persptoetsen(PAD6);
}
} else if(U.uiflag & USER_WHEELZOOMDIR)
2003-01-28 11:14:38 +00:00
persptoetsen(PADPLUSKEY);
else
persptoetsen(PADMINUS);
doredraw= 1;
break;
2002-10-12 11:37:38 +00:00
case ONEKEY:
if(G.qual==LR_CTRLKEY) {
if(ob && ob->type == OB_MESH) {
flip_subdivison(ob, 1);
}
}
else do_layer_buttons(0);
break;
2002-10-12 11:37:38 +00:00
case TWOKEY:
if(G.qual==LR_CTRLKEY) {
if(ob && ob->type == OB_MESH) {
flip_subdivison(ob, 2);
}
}
else do_layer_buttons(1);
break;
2002-10-12 11:37:38 +00:00
case THREEKEY:
if(G.qual==LR_CTRLKEY) {
if(ob && ob->type == OB_MESH) {
flip_subdivison(ob, 3);
}
}
else do_layer_buttons(2);
break;
2002-10-12 11:37:38 +00:00
case FOURKEY:
if(G.qual==LR_CTRLKEY) {
if(ob && ob->type == OB_MESH) {
flip_subdivison(ob, 4);
}
}
else do_layer_buttons(3);
break;
2002-10-12 11:37:38 +00:00
case FIVEKEY:
do_layer_buttons(4); break;
case SIXKEY:
do_layer_buttons(5); break;
case SEVENKEY:
do_layer_buttons(6); break;
case EIGHTKEY:
do_layer_buttons(7); break;
case NINEKEY:
do_layer_buttons(8); break;
case ZEROKEY:
do_layer_buttons(9); break;
case MINUSKEY:
do_layer_buttons(10); break;
case EQUALKEY:
do_layer_buttons(11); break;
case ACCENTGRAVEKEY:
do_layer_buttons(-1); break;
case SPACEKEY:
if(G.qual == LR_CTRLKEY) {
val= pupmenu("Manipulator%t|Enable/Disable|Translate|Rotate|Scale|Combo");
if(val>0) {
if(val==1) v3d->twflag ^= V3D_USE_MANIPULATOR;
else {
if(val==2) v3d->twtype= V3D_MANIP_TRANSLATE;
else if(val==3) v3d->twtype= V3D_MANIP_ROTATE;
else if(val==4) v3d->twtype= V3D_MANIP_SCALE;
else if(val==5) v3d->twtype= V3D_MANIP_TRANSLATE|V3D_MANIP_ROTATE|V3D_MANIP_SCALE;
v3d->twflag |= V3D_USE_MANIPULATOR;
}
doredraw= 1;
}
}
else if(G.qual == LR_ALTKEY) {
BIF_selectOrientation();
doredraw= 1;
}
break;
2002-10-12 11:37:38 +00:00
case AKEY:
if(G.qual & LR_CTRLKEY) apply_object(); // also with shift!
else if((G.qual==LR_SHIFTKEY)) {
toolbox_n_add();
2002-10-12 11:37:38 +00:00
}
else {
if(G.obedit) {
if(G.obedit->type==OB_MESH)
deselectall_mesh();
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF)
deselectall_nurb();
else if(G.obedit->type==OB_MBALL)
deselectall_mball();
else if(G.obedit->type==OB_LATTICE)
deselectall_Latt();
else if(G.obedit->type==OB_ARMATURE)
deselectall_armature(1); // 1 == toggle
2002-10-12 11:37:38 +00:00
}
else if (ob && (ob->flag & OB_POSEMODE)){
deselectall_posearmature(ob, 1);
2002-10-12 11:37:38 +00:00
}
else {
if(G.f & G_FACESELECT) deselectall_tface();
else {
/* by design, the center of the active object
* (which need not necessarily by selected) will
* still be drawn as if it were selected.
*/
deselectall();
}
2002-10-12 11:37:38 +00:00
}
}
break;
case BKEY:
if((G.qual==LR_SHIFTKEY))
set_render_border();
else if((G.qual==0))
borderselect();
2002-10-12 11:37:38 +00:00
break;
case CKEY:
if(G.qual==LR_CTRLKEY) {
if(ob && (ob->flag & OB_POSEMODE))
pose_copy_menu(); /* poseobject.c */
else
copy_attr_menu();
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_ALTKEY) {
if(ob && (ob->flag & OB_POSEMODE))
pose_clear_constraints(); /* poseobject.c */
else
convertmenu(); /* editobject.c */
2002-10-12 11:37:38 +00:00
}
else if((G.qual==LR_SHIFTKEY)) {
2002-10-12 11:37:38 +00:00
view3d_home(1);
curs= give_cursor();
curs[0]=curs[1]=curs[2]= 0.0;
allqueue(REDRAWVIEW3D, 0);
2002-10-12 11:37:38 +00:00
}
else if((G.obedit) && ELEM(G.obedit->type, OB_CURVE, OB_SURF) ) {
2002-10-12 11:37:38 +00:00
makecyclicNurb();
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
2002-10-12 11:37:38 +00:00
allqueue(REDRAWVIEW3D, 0);
}
else if((G.qual==0)){
2002-10-12 11:37:38 +00:00
curs= give_cursor();
G.vd->ofs[0]= -curs[0];
G.vd->ofs[1]= -curs[1];
G.vd->ofs[2]= -curs[2];
scrarea_queue_winredraw(curarea);
}
break;
case DKEY:
if((G.qual==LR_SHIFTKEY)) {
duplicate_context_selected();
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_ALTKEY) {
if(ob && (ob->flag & OB_POSEMODE))
error ("Duplicate not possible in posemode.");
else if((G.obedit==NULL))
adduplicate(0);
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_CTRLKEY) {
2002-10-12 11:37:38 +00:00
imagestodisplist();
}
else if((G.qual==0)){
pupval= pupmenu("Draw mode%t|BoundBox %x1|Wire %x2|OpenGL Solid %x3|Shaded Solid %x4|Textured Solid %x5");
2002-10-12 11:37:38 +00:00
if(pupval>0) {
G.vd->drawtype= pupval;
doredraw= 1;
}
}
break;
case EKEY:
if (G.qual==0){
if(G.obedit) {
if(G.obedit->type==OB_MESH)
extrude_mesh();
else if(G.obedit->type==OB_CURVE)
addvert_Nurb('e');
else if(G.obedit->type==OB_SURF)
extrude_nurb();
else if(G.obedit->type==OB_ARMATURE)
extrude_armature();
}
2002-10-12 11:37:38 +00:00
}
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
else if (G.qual==LR_CTRLKEY) {
if(G.obedit && G.obedit->type==OB_MESH)
Edge_Menu();
}
else if (G.qual==LR_SHIFTKEY) {
if (G.obedit && G.obedit->type==OB_MESH) {
initTransform(TFM_CREASE, CTX_EDGE);
Transform();
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
}
}
2002-10-12 11:37:38 +00:00
break;
case FKEY:
if(G.obedit) {
if(G.obedit->type==OB_MESH) {
if((G.qual==LR_SHIFTKEY))
fill_mesh();
else if(G.qual==LR_ALTKEY)
beauty_fill();
else if(G.qual==LR_CTRLKEY)
edge_flip();
else if (G.qual==0)
addedgeface_mesh();
2002-10-12 11:37:38 +00:00
}
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) addsegment_nurb();
}
else if(G.qual==LR_CTRLKEY)
sort_faces();
else if((G.qual==LR_SHIFTKEY))
fly();
2002-10-12 11:37:38 +00:00
else {
set_faceselect();
}
break;
case GKEY:
/* RMGRP if(G.qual & LR_CTRLKEY) add_selected_to_group();
else if(G.qual & LR_ALTKEY) rem_selected_from_group(); */
if((G.qual==LR_SHIFTKEY))
select_group_menu();
else if(G.qual==LR_ALTKEY) {
if(okee("Clear location")) {
clear_object('g');
}
}
else if(G.qual== (LR_CTRLKEY|LR_ALTKEY)) {
v3d->twtype= V3D_MANIP_TRANSLATE;
doredraw= 1;
}
else if((G.qual==0)) {
initTransform(TFM_TRANSLATION, CTX_NONE);
Transform();
}
2002-10-12 11:37:38 +00:00
break;
case HKEY:
if(G.obedit) {
if(G.obedit->type==OB_MESH) {
if(G.qual==LR_CTRLKEY)
add_hook();
else if(G.qual==LR_ALTKEY)
reveal_mesh();
else if((G.qual==LR_SHIFTKEY))
hide_mesh(1);
else if((G.qual==0))
hide_mesh(0);
2002-10-12 11:37:38 +00:00
}
else if(G.obedit->type== OB_SURF) {
if(G.qual==LR_CTRLKEY)
add_hook();
else if(G.qual==LR_ALTKEY)
revealNurb();
else if((G.qual==LR_SHIFTKEY))
hideNurb(1);
else if((G.qual==0))
hideNurb(0);
2002-10-12 11:37:38 +00:00
}
else if(G.obedit->type==OB_CURVE) {
if(G.qual==LR_CTRLKEY)
add_hook();
else {
if(G.qual==LR_CTRLKEY)
autocalchandlesNurb_all(1); /* flag=1, selected */
else if((G.qual==LR_SHIFTKEY))
sethandlesNurb(1);
else if((G.qual==0))
sethandlesNurb(3);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Handle change");
allqueue(REDRAWVIEW3D, 0);
}
}
else if(G.obedit->type==OB_LATTICE) {
if(G.qual==LR_CTRLKEY) add_hook();
2002-10-12 11:37:38 +00:00
}
else if(G.obedit->type==OB_MBALL) {
if(G.qual==LR_ALTKEY)
reveal_mball();
else if((G.qual==LR_SHIFTKEY))
hide_mball(1);
else if((G.qual==0))
hide_mball(0);
}
2002-10-12 11:37:38 +00:00
}
else if(G.f & G_FACESELECT)
hide_tface();
else if(ob && (ob->flag & OB_POSEMODE)) {
if (G.qual==0)
hide_selected_pose_bones();
else if (G.qual==LR_SHIFTKEY)
hide_unselected_pose_bones();
else if (G.qual==LR_ALTKEY)
show_all_pose_bones();
}
2002-10-12 11:37:38 +00:00
break;
case IKEY:
if(G.obedit);
else if(G.qual==LR_CTRLKEY) {
if(ob && ob->type==OB_ARMATURE)
if(ob->flag & OB_POSEMODE)
pose_add_IK();
}
else if(G.qual==LR_ALTKEY) {
if(ob && ob->type==OB_ARMATURE)
if(ob->flag & OB_POSEMODE)
pose_clear_IK();
}
2002-10-12 11:37:38 +00:00
break;
case JKEY:
if(G.qual==LR_CTRLKEY) {
if( ob ) {
if(ob->type == OB_MESH)
join_mesh();
else if(ob->type == OB_CURVE)
join_curve(OB_CURVE);
else if(ob->type == OB_SURF)
join_curve(OB_SURF);
else if(ob->type == OB_ARMATURE)
join_armature ();
2002-10-12 11:37:38 +00:00
}
else if ((G.obedit) && ELEM(G.obedit->type, OB_CURVE, OB_SURF))
addsegment_nurb();
}
else if(G.obedit) {
2002-10-12 11:37:38 +00:00
if(G.obedit->type==OB_MESH) {
join_triangles();
}
}
break;
case KKEY:
if(G.obedit) {
if (G.obedit->type==OB_MESH) {
if (G.qual==LR_SHIFTKEY)
KnifeSubdivide(KNIFE_PROMPT);
else if (G.qual==0)
LoopMenu();
}
else if(G.obedit->type==OB_SURF)
printknots();
2002-10-12 11:37:38 +00:00
}
else {
if((G.qual==LR_SHIFTKEY)) {
if(G.f & G_FACESELECT)
clear_vpaint_selectedfaces();
else if(G.f & G_VERTEXPAINT)
clear_vpaint();
else
select_select_keys();
2002-10-12 11:37:38 +00:00
}
else if (G.qual==0)
set_ob_ipoflags();
2002-10-12 11:37:38 +00:00
}
break;
case LKEY:
if(G.obedit) {
if(G.obedit->type==OB_MESH)
selectconnected_mesh(G.qual);
if(G.obedit->type==OB_ARMATURE)
selectconnected_armature();
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF)
selectconnected_nurb();
2002-10-12 11:37:38 +00:00
}
else if(ob && (ob->flag & OB_POSEMODE)) {
selectconnected_posearmature();
2002-10-12 11:37:38 +00:00
}
else {
if(G.f & G_FACESELECT) {
if((G.qual==0))
select_linked_tfaces(0);
else if((G.qual==LR_SHIFTKEY))
select_linked_tfaces(1);
else if(G.qual==LR_CTRLKEY)
select_linked_tfaces(2);
}
else {
if((G.qual==0))
make_local();
else if((G.qual==LR_SHIFTKEY))
selectlinks_menu();
else if(G.qual==LR_CTRLKEY)
make_links_menu();
}
2002-10-12 11:37:38 +00:00
}
break;
case MKEY:
if(G.obedit){
if(G.qual==LR_ALTKEY) {
if(G.obedit->type==OB_MESH) {
mergemenu();
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
}
}
else if((G.qual==0) || (G.qual==LR_CTRLKEY)) {
mirrormenu();
}
if ( G.qual == (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) ) {
if(G.obedit->type==OB_MESH) select_non_manifold();
}
}
else if(G.qual & LR_CTRLKEY) {
mirrormenu();
}
else if(G.qual==0) {
movetolayer();
}
break;
2002-10-12 11:37:38 +00:00
case NKEY:
if((G.qual==0)) {
toggle_blockhandler(curarea, VIEW3D_HANDLER_OBJECT, UI_PNL_TO_MOUSE);
allqueue(REDRAWVIEW3D, 0);
}
else if(G.obedit) {
2002-10-12 11:37:38 +00:00
switch (G.obedit->type){
case OB_ARMATURE:
if(G.qual==LR_CTRLKEY){
if (okee("Recalculate bone roll angles")) {
auto_align_armature();
allqueue(REDRAWVIEW3D, 0);
}
}
2002-10-12 11:37:38 +00:00
break;
case OB_MESH:
if(G.qual==(LR_SHIFTKEY|LR_CTRLKEY)) {
if(okee("Recalculate normals inside")) {
righthandfaces(2);
allqueue(REDRAWVIEW3D, 0);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Recalculate normals inside");
}
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_CTRLKEY){
if(okee("Recalculate normals outside")) {
righthandfaces(1);
allqueue(REDRAWVIEW3D, 0);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Recalculate normals outside");
}
2002-10-12 11:37:38 +00:00
}
break;
}
}
2002-10-12 11:37:38 +00:00
break;
case OKEY:
if (G.obedit) {
if (G.qual==LR_SHIFTKEY) {
G.scene->prop_mode = (G.scene->prop_mode+1)%6;
allqueue(REDRAWHEADERS, 0);
}
else if((G.qual==LR_ALTKEY)) {
if(G.scene->proportional==2) G.scene->proportional= 1;
else G.scene->proportional= 2;
allqueue(REDRAWHEADERS, 0);
}
else if((G.qual==0)) {
G.scene->proportional= !G.scene->proportional;
allqueue(REDRAWHEADERS, 0);
}
}
else if((G.qual==LR_SHIFTKEY)) {
if(ob && ob->type == OB_MESH) {
flip_subdivison(ob, -1);
}
}
else if(G.qual==LR_ALTKEY) {
if(okee("Clear origin")) {
clear_object('o');
}
}
2002-10-12 11:37:38 +00:00
break;
2002-10-12 11:37:38 +00:00
case PKEY:
if(G.obedit) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(G.qual==LR_CTRLKEY || G.qual==(LR_SHIFTKEY|LR_CTRLKEY)) {
if(G.obedit->type==OB_ARMATURE)
make_bone_parent();
else
make_parent();
}
else if(G.qual==LR_ALTKEY && G.obedit->type==OB_ARMATURE)
clear_bone_parent();
else if((G.qual==0) && G.obedit->type==OB_MESH)
separatemenu();
else if ((G.qual==0) && ELEM(G.obedit->type, OB_CURVE, OB_SURF))
separate_nurb();
else if (G.qual==LR_SHIFTKEY) {
initTransform(TFM_PUSHPULL, CTX_NONE);
Transform();
}
}
else if(G.qual==LR_CTRLKEY || G.qual==(LR_SHIFTKEY|LR_CTRLKEY))
make_parent();
else if(G.qual==LR_SHIFTKEY) {
initTransform(TFM_PUSHPULL, CTX_NONE);
Transform();
}
else if(G.qual==LR_ALTKEY)
clear_parent();
else if((G.qual==0)) {
2002-10-12 11:37:38 +00:00
start_game();
}
break;
2002-10-12 11:37:38 +00:00
case RKEY:
if((G.obedit==0) && (G.f & G_FACESELECT) && (G.qual==0))
rotate_uv_tface();
else if(G.qual==LR_ALTKEY) {
if(okee("Clear rotation")) {
clear_object('r');
}
}
else if(G.qual== (LR_CTRLKEY|LR_ALTKEY)) {
v3d->twtype= V3D_MANIP_ROTATE;
doredraw= 1;
}
else if (G.obedit) {
if((G.qual==LR_SHIFTKEY)) {
if ELEM(G.obedit->type, OB_CURVE, OB_SURF)
selectrow_nurb();
}
else if(G.qual==LR_CTRLKEY) {
if (G.obedit->type==OB_MESH)
CutEdgeloop(1);
BIF_undo_push("Cut Edgeloop");
}
else if((G.qual==0)) {
initTransform(TFM_ROTATION, CTX_NONE);
Transform();
}
}
else if((G.qual==0)) {
initTransform(TFM_ROTATION, CTX_NONE);
Transform();
}
2002-10-12 11:37:38 +00:00
break;
case SKEY:
if(G.qual== (LR_CTRLKEY|LR_ALTKEY)) {
v3d->twtype= V3D_MANIP_SCALE;
doredraw= 1;
}
else if(G.obedit) {
if(G.qual==LR_ALTKEY) {
if(G.obedit->type==OB_ARMATURE)
initTransform(TFM_BONESIZE, CTX_NONE);
else
initTransform(TFM_SHRINKFATTEN, CTX_NONE);
Transform();
}
else if(G.qual==LR_CTRLKEY) {
initTransform(TFM_SHEAR, CTX_NONE);
Transform();
}
else if(G.qual==LR_SHIFTKEY)
snapmenu();
else if(G.qual==0) {
initTransform(TFM_RESIZE, CTX_NONE);
Transform();
}
else if(G.qual==(LR_SHIFTKEY|LR_CTRLKEY)){
initTransform(TFM_TOSPHERE, CTX_NONE);
Transform();
}
}
else if(G.qual==LR_ALTKEY) {
if(okee("Clear size")) {
clear_object('s');
}
}
else if(G.qual==LR_SHIFTKEY) {
snapmenu();
}
else if((G.qual==0)) {
initTransform(TFM_RESIZE, CTX_NONE);
Transform();
}
else if(G.qual==(LR_SHIFTKEY|LR_CTRLKEY)) {
initTransform(TFM_TOSPHERE, CTX_NONE);
Transform();
}
else if(G.qual==(LR_CTRLKEY|LR_ALTKEY|LR_SHIFTKEY)) {
initTransform(TFM_SHEAR, CTX_NONE);
Transform();
}
2002-10-12 11:37:38 +00:00
break;
case TKEY:
if(G.obedit){
if((G.qual==LR_CTRLKEY) && G.obedit->type==OB_MESH) {
convert_to_triface(0);
allqueue(REDRAWVIEW3D, 0);
countall();
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
2002-10-12 11:37:38 +00:00
}
if (G.obedit->type==OB_CURVE) {
if (G.qual==LR_ALTKEY) {
clear_tilt();
}
else if (G.qual==0) {
initTransform(TFM_TILT, CTX_NONE);
Transform();
}
}
}
else if(G.qual==LR_CTRLKEY) {
make_track();
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_ALTKEY) {
clear_track();
2002-10-12 11:37:38 +00:00
}
else if((G.qual==0)){
texspace_edit();
2002-10-12 11:37:38 +00:00
}
break;
case UKEY:
if(G.obedit) {
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if(G.obedit->type==OB_MESH) {
if(G.qual==0) BIF_undo(); else BIF_redo();
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
else if ELEM5(G.obedit->type, OB_CURVE, OB_SURF, OB_MBALL, OB_LATTICE, OB_ARMATURE) {
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if(G.qual==0) BIF_undo(); else BIF_redo();
}
}
2004-11-07 21:14:21 +00:00
else if((G.qual==0)) {
if (G.f & G_FACESELECT)
uv_autocalc_tface();
else if(G.f & G_WEIGHTPAINT)
wpaint_undo();
else if(G.f & G_VERTEXPAINT)
vpaint_undo();
else {
single_user();
}
}
2002-10-12 11:37:38 +00:00
break;
case VKEY:
if((G.qual==LR_SHIFTKEY)) {
if ((G.obedit) && G.obedit->type==OB_MESH) {
2002-10-12 11:37:38 +00:00
align_view_to_selected(v3d);
}
else if (G.f & G_FACESELECT) {
2002-10-12 11:37:38 +00:00
align_view_to_selected(v3d);
}
}
else if(G.qual==LR_ALTKEY)
image_aspect();
else if (G.qual==0){
2002-10-12 11:37:38 +00:00
if(G.obedit) {
if(G.obedit->type==OB_CURVE) {
sethandlesNurb(2);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
2002-10-12 11:37:38 +00:00
allqueue(REDRAWVIEW3D, 0);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Handle change");
2002-10-12 11:37:38 +00:00
}
}
else if(ob && ob->type == OB_MESH)
set_vpaint();
2002-10-12 11:37:38 +00:00
}
break;
case WKEY:
if((G.qual==LR_SHIFTKEY)) {
initTransform(TFM_WARP, CTX_NONE);
Transform();
2002-10-12 11:37:38 +00:00
}
else if(G.qual==LR_ALTKEY) {
2002-10-12 11:37:38 +00:00
/* if(G.obedit && G.obedit->type==OB_MESH) write_videoscape(); */
}
else if(G.qual==LR_CTRLKEY) {
2002-10-12 11:37:38 +00:00
if(G.obedit) {
if ELEM(G.obedit->type, OB_CURVE, OB_SURF) {
switchdirectionNurb2();
}
}
}
else if((G.qual==0))
special_editmenu();
2002-10-12 11:37:38 +00:00
break;
case XKEY:
case DELKEY:
if(G.qual==0)
delete_context_selected();
2002-10-12 11:37:38 +00:00
break;
case YKEY:
if((G.qual==0) && (G.obedit)) {
2002-10-12 11:37:38 +00:00
if(G.obedit->type==OB_MESH) split_mesh();
}
break;
case ZKEY:
toggle_shading();
2002-10-12 11:37:38 +00:00
scrarea_queue_headredraw(curarea);
scrarea_queue_winredraw(curarea);
break;
case HOMEKEY:
if(G.qual==0)
view3d_home(0);
2002-10-12 11:37:38 +00:00
break;
case COMMAKEY:
if(G.qual==LR_CTRLKEY) {
G.vd->around= V3D_CENTROID;
} else if(G.qual==LR_SHIFTKEY) {
G.vd->around= V3D_CENTROID;
} else if(G.qual==0) {
G.vd->around= V3D_CENTRE;
}
handle_view3d_around();
scrarea_queue_headredraw(curarea);
scrarea_queue_winredraw(curarea);
2002-10-12 11:37:38 +00:00
break;
case PERIODKEY:
if(G.qual==LR_CTRLKEY) {
G.vd->around= V3D_LOCAL;
} else if(G.qual==0) {
G.vd->around= V3D_CURSOR;
}
handle_view3d_around();
scrarea_queue_headredraw(curarea);
scrarea_queue_winredraw(curarea);
2002-10-12 11:37:38 +00:00
break;
case PADSLASHKEY:
if(G.qual==0) {
if(G.vd->localview) {
G.vd->localview= 0;
endlocalview(curarea);
}
else {
G.vd->localview= 1;
initlocalview();
}
scrarea_queue_headredraw(curarea);
2002-10-12 11:37:38 +00:00
}
break;
case PADASTERKEY: /* '*' */
if(G.qual==0) {
if(ob) {
if ((G.obedit) && (G.obedit->type == OB_MESH)) {
editmesh_align_view_to_selected(G.vd, 2);
}
else if (G.f & G_FACESELECT) {
if(ob->type==OB_MESH) {
Mesh *me= ob->data;
faceselect_align_view_to_selected(G.vd, me, 2);
}
}
else
obmat_to_viewmat(ob);
if(G.vd->persp==2) G.vd->persp= 1;
scrarea_queue_winredraw(curarea);
}
2002-10-12 11:37:38 +00:00
}
break;
case PADPERIOD: /* '.' */
if(G.qual==0)
centreview();
2002-10-12 11:37:38 +00:00
break;
case PAGEUPKEY:
if(G.qual==LR_CTRLKEY)
movekey_obipo(1);
else if((G.qual==0))
nextkey_obipo(1); /* in editipo.c */
2002-10-12 11:37:38 +00:00
break;
case PAGEDOWNKEY:
if(G.qual==LR_CTRLKEY)
movekey_obipo(-1);
else if((G.qual==0))
nextkey_obipo(-1);
2002-10-12 11:37:38 +00:00
break;
case PAD0: case PAD1: case PAD2: case PAD3: case PAD4:
case PAD5: case PAD6: case PAD7: case PAD8: case PAD9:
case PADENTER:
2002-10-12 11:37:38 +00:00
persptoetsen(event);
doredraw= 1;
break;
case PADMINUS:
if ( (G.qual==LR_CTRLKEY)
&& (G.obedit) && (G.obedit->type==OB_MESH) )
select_less();
else {
persptoetsen(event);
doredraw= 1;
}
break;
case PADPLUSKEY:
if ( (G.qual==LR_CTRLKEY)
&& (G.obedit) && (G.obedit->type==OB_MESH) )
select_more();
else {
persptoetsen(event);
doredraw= 1;
}
break;
2002-10-12 11:37:38 +00:00
case ESCKEY:
if(G.qual==0) {
if (G.vd->flag & V3D_DISPIMAGE) {
G.vd->flag &= ~V3D_DISPIMAGE;
doredraw= 1;
}
2002-10-12 11:37:38 +00:00
}
break;
}
}
}
if(doredraw) {
scrarea_queue_winredraw(curarea);
scrarea_queue_headredraw(curarea);
}
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void initview3d(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
View3D *vd;
vd= MEM_callocN(sizeof(View3D), "initview3d");
BLI_addhead(&sa->spacedata, vd); /* addhead! not addtail */
2002-10-12 11:37:38 +00:00
vd->spacetype= SPACE_VIEW3D;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
vd->blockscale= 0.7f;
vd->viewquat[0]= 1.0f;
vd->viewquat[1]= vd->viewquat[2]= vd->viewquat[3]= 0.0f;
2002-10-12 11:37:38 +00:00
vd->persp= 1;
vd->drawtype= OB_WIRE;
vd->view= 7;
vd->dist= 10.0;
vd->lens= 35.0f;
vd->near= 0.01f;
vd->far= 500.0f;
vd->grid= 1.0f;
2002-10-12 11:37:38 +00:00
vd->gridlines= 16;
vd->lay= vd->layact= 1;
if(G.scene) {
vd->lay= vd->layact= G.scene->lay;
vd->camera= G.scene->camera;
}
vd->scenelock= 1;
vd->gridflag |= V3D_SHOW_X;
vd->gridflag |= V3D_SHOW_Y;
vd->gridflag |= V3D_SHOW_FLOOR;
vd->gridflag &= ~V3D_SHOW_Z;
2002-10-12 11:37:38 +00:00
}
/* ******************** SPACE: IPO ********************** */
static void changeview2dspace(ScrArea *sa, void *spacedata)
2002-10-12 11:37:38 +00:00
{
if(G.v2d==0) return;
test_view2d(G.v2d, curarea->winx, curarea->winy);
myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadipospace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
extern void do_ipobuts(unsigned short event); // drawipo.c
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
SpaceIpo *sipo= curarea->spacedata.first;
View2D *v2d= &sipo->v2d;
float dx, dy;
int cfra, doredraw= 0;
short mval[2];
short mousebut = L_MOUSE;
2002-10-12 11:37:38 +00:00
if(sa->win==0) return;
2002-10-12 11:37:38 +00:00
if(val) {
if( uiDoBlocks(&sa->uiblocks, event)!=UI_NOTHING ) event= 0;
2002-10-12 11:37:38 +00:00
/* swap mouse buttons based on user preference */
if (U.flag & USER_LMOUSESELECT) {
if (event == LEFTMOUSE) {
event = RIGHTMOUSE;
mousebut = L_MOUSE;
} else if (event == RIGHTMOUSE) {
event = LEFTMOUSE;
mousebut = R_MOUSE;
}
}
2002-10-12 11:37:38 +00:00
switch(event) {
case UI_BUT_EVENT:
/* note: bad bad code, will be cleaned! is because event queues are all shattered */
if(val>0 && val < 65) do_ipowin_buts(val-1);
else do_ipobuts(val);
2002-10-12 11:37:38 +00:00
break;
2002-10-12 11:37:38 +00:00
case LEFTMOUSE:
if( in_ipo_buttons() ) {
do_ipo_selectbuttons();
doredraw= 1;
}
else if(view2dmove(LEFTMOUSE)); // only checks for sliders
2002-10-12 11:37:38 +00:00
else if(G.qual & LR_CTRLKEY) add_vert_ipo();
else {
do {
getmouseco_areawin(mval);
areamouseco_to_ipoco(v2d, mval, &dx, &dy);
cfra= (int)dx;
if(cfra< 1) cfra= 1;
if( cfra!=CFRA ) {
CFRA= cfra;
update_for_newframe();
force_draw_all(0); /* To make constraint sliders redraw */
2002-10-12 11:37:38 +00:00
}
else PIL_sleep_ms(30);
2002-10-12 11:37:38 +00:00
} while(get_mbut() & mousebut);
2002-10-12 11:37:38 +00:00
}
break;
case RIGHTMOUSE:
mouse_select_ipo();
allqueue (REDRAWACTION, 0);
allqueue(REDRAWNLA, 0);
2002-10-12 11:37:38 +00:00
break;
case MIDDLEMOUSE:
if(in_ipo_buttons()) {
scroll_ipobuts();
}
2003-01-28 12:14:47 +00:00
else view2dmove(event); /* in drawipo.c */
2002-10-12 11:37:38 +00:00
break;
2003-01-28 11:14:38 +00:00
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
view2dmove(event); /* in drawipo.c */
break;
2002-10-12 11:37:38 +00:00
case PADPLUSKEY:
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
view2d_zoom(v2d, 0.1154f, sa->winx, sa->winy);
2002-10-12 11:37:38 +00:00
doredraw= 1;
break;
case PADMINUS:
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
view2d_zoom(v2d, -0.15f, sa->winx, sa->winy);
2002-10-12 11:37:38 +00:00
doredraw= 1;
break;
case PAGEUPKEY:
if(G.qual==LR_CTRLKEY)
movekey_ipo(1);
else if((G.qual==0))
nextkey_ipo(1);
2002-10-12 11:37:38 +00:00
break;
case PAGEDOWNKEY:
if(G.qual==LR_CTRLKEY)
movekey_ipo(-1);
else if((G.qual==0))
nextkey_ipo(-1);
2002-10-12 11:37:38 +00:00
break;
case HOMEKEY:
if((G.qual==0))
do_ipo_buttons(B_IPOHOME);
2002-10-12 11:37:38 +00:00
break;
case AKEY:
if((G.qual==0)) {
if(in_ipo_buttons()) {
swap_visible_editipo();
}
else {
swap_selectall_editipo();
}
allspace (REMAKEIPO, 0);
allqueue (REDRAWNLA, 0);
allqueue (REDRAWACTION, 0);
2002-10-12 11:37:38 +00:00
}
break;
case BKEY:
if((G.qual==0))
borderselect_ipo();
2002-10-12 11:37:38 +00:00
break;
case CKEY:
if((G.qual==0))
move_to_frame();
2002-10-12 11:37:38 +00:00
break;
case DKEY:
if((G.qual==LR_SHIFTKEY))
add_duplicate_editipo();
2002-10-12 11:37:38 +00:00
break;
case GKEY:
if((G.qual==0))
transform_ipo('g');
2002-10-12 11:37:38 +00:00
break;
case HKEY:
if(G.qual==LR_ALTKEY)
sethandles_ipo(4); // tsk tsk ton!
if(G.qual==LR_SHIFTKEY)
sethandles_ipo(HD_AUTO);
else if(G.qual==0)
sethandles_ipo(HD_ALIGN);
2002-10-12 11:37:38 +00:00
break;
case JKEY:
if((G.qual==0))
join_ipo_menu();
2002-10-12 11:37:38 +00:00
break;
case KKEY:
if((G.qual==0)) {
ipo_toggle_showkey();
scrarea_queue_headredraw(curarea);
allqueue(REDRAWVIEW3D, 0);
doredraw= 1;
}
2002-10-12 11:37:38 +00:00
break;
case NKEY:
toggle_blockhandler(sa, IPO_HANDLER_PROPERTIES, UI_PNL_TO_MOUSE);
doredraw= 1;
break;
2002-10-12 11:37:38 +00:00
case RKEY:
if((G.qual==0))
ipo_record();
2002-10-12 11:37:38 +00:00
break;
case SKEY:
if((G.qual==LR_SHIFTKEY)) {
ipo_snap_menu();
} else if((G.qual==0))
transform_ipo('s');
2002-10-12 11:37:38 +00:00
break;
case TKEY:
if((G.qual==0))
set_ipotype();
2002-10-12 11:37:38 +00:00
break;
case VKEY:
if((G.qual==0))
sethandles_ipo(HD_VECT);
2002-10-12 11:37:38 +00:00
break;
case XKEY:
case DELKEY:
if((G.qual==LR_SHIFTKEY))
delete_key();
else if((G.qual==0))
del_ipo();
2002-10-12 11:37:38 +00:00
break;
}
}
if(doredraw) scrarea_queue_winredraw(sa);
2002-10-12 11:37:38 +00:00
}
void initipo(ScrArea *sa)
{
SpaceIpo *sipo;
sipo= MEM_callocN(sizeof(SpaceIpo), "initipo");
BLI_addhead(&sa->spacedata, sipo);
sipo->spacetype= SPACE_IPO;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
sipo->blockscale= 0.7f;
2002-10-12 11:37:38 +00:00
/* sipo space loopt van (0,-?) tot (??,?) */
sipo->v2d.tot.xmin= 0.0;
sipo->v2d.tot.ymin= -10.0;
sipo->v2d.tot.xmax= G.scene->r.efra;
sipo->v2d.tot.ymax= 10.0;
sipo->v2d.cur= sipo->v2d.tot;
sipo->v2d.min[0]= 0.01f;
sipo->v2d.min[1]= 0.01f;
2002-10-12 11:37:38 +00:00
sipo->v2d.max[0]= 15000.0f;
sipo->v2d.max[1]= 10000.0f;
2002-10-12 11:37:38 +00:00
sipo->v2d.scroll= L_SCROLL+B_SCROLL;
sipo->v2d.keeptot= 0;
sipo->blocktype= ID_OB;
}
/* ******************** SPACE: INFO ********************** */
void space_mipmap_button_function(int event) {
set_mipmap(!(U.gameflags & USER_DISABLE_MIPMAP));
2002-10-12 11:37:38 +00:00
allqueue(REDRAWVIEW3D, 0);
}
#if 0
static void space_sound_button_function(int event)
2002-10-12 11:37:38 +00:00
{
int a;
SYS_SystemHandle syshandle;
if ((syshandle = SYS_GetSystem()))
{
a = (U.gameflags & USER_DISABLE_SOUND);
2002-10-12 11:37:38 +00:00
SYS_WriteCommandLineInt(syshandle, "noaudio", a);
}
}
#endif
2002-10-12 11:37:38 +00:00
// needed for event; choose new 'curmain' resets it...
static short th_curcol= TH_BACK;
static char *th_curcol_ptr= NULL;
static char th_curcol_arr[4]={0, 0, 0, 255};
static void info_user_themebuts(uiBlock *block, short y1, short y2, short y3)
{
bTheme *btheme, *bt;
int spacetype= 0;
static short cur=1, curmain=2;
short a, tot=0, isbuiltin= 0;
2004-09-06 08:10:56 +00:00
char string[21*32], *strp, *col;
y3= y2+23; // exception!
/* count total, max 16! */
for(bt= U.themes.first; bt; bt= bt->next) tot++;
/* if cur not is 1; move that to front of list */
if(cur!=1) {
a= 1;
for(bt= U.themes.first; bt; bt= bt->next, a++) {
if(a==cur) {
BLI_remlink(&U.themes, bt);
BLI_addhead(&U.themes, bt);
allqueue(REDRAWALL, 0);
cur= 1;
break;
}
}
}
/* the current theme */
btheme= U.themes.first;
if(strcmp(btheme->name, "Default")==0) isbuiltin= 1;
/* construct popup script */
string[0]= 0;
for(bt= U.themes.first; bt; bt= bt->next) {
strcat(string, bt->name);
if(btheme->next) strcat(string, " |");
}
uiDefButS(block, MENU, B_UPDATE_THEME, string, 45,y3,200,20, &cur, 0, 0, 0, 0, "Current theme");
/* add / delete / name */
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if(tot<16)
uiDefBut(block, BUT, B_ADD_THEME, "Add", 45,y2,200,20, NULL, 0, 0, 0, 0, "Makes new copy of this theme");
if(tot>1 && isbuiltin==0)
uiDefBut(block, BUT, B_DEL_THEME, "Delete", 45,y1,200,20, NULL, 0, 0, 0, 0, "Delete theme");
if(isbuiltin) return;
/* name */
uiDefBut(block, TEX, B_NAME_THEME, "", 255,y3,200,20, btheme->name, 1.0, 30.0, 0, 0, "Rename theme");
/* main choices pup */
uiDefButS(block, MENU, B_CHANGE_THEME, "UI and Buttons %x1|%l|3D View %x2|%l|Ipo Curve Editor %x3|Action Editor %x4|"
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
"NLA Editor %x5|%l|UV/Image Editor %x6|Video Sequence Editor %x7|Timeline %x15|Audio Window %x8|Text Editor %x9|%l|User Preferences %x10|"
"Outliner %x11|Buttons Window %x12|%l|File Browser %x13|Image Browser %x14",
255,y2,200,20, &curmain, 0, 0, 0, 0, "Specify theme for...");
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if(curmain==1) spacetype= 0;
else if(curmain==2) spacetype= SPACE_VIEW3D;
else if(curmain==3) spacetype= SPACE_IPO;
else if(curmain==4) spacetype= SPACE_ACTION;
else if(curmain==5) spacetype= SPACE_NLA;
else if(curmain==6) spacetype= SPACE_IMAGE;
else if(curmain==7) spacetype= SPACE_SEQ;
else if(curmain==8) spacetype= SPACE_SOUND;
else if(curmain==9) spacetype= SPACE_TEXT;
else if(curmain==10) spacetype= SPACE_INFO;
else if(curmain==11) spacetype= SPACE_OOPS;
else if(curmain==12) spacetype= SPACE_BUTS;
else if(curmain==13) spacetype= SPACE_FILE;
else if(curmain==14) spacetype= SPACE_IMASEL;
else if(curmain==15) spacetype= SPACE_TIME;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
else return; // only needed while coding... when adding themes for more windows
/* color choices pup */
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
if(curmain==1) {
strp= BIF_ThemeColorsPup(0);
if(th_curcol==TH_BACK) th_curcol= TH_BUT_OUTLINE; // switching main choices...
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
}
else strp= BIF_ThemeColorsPup(spacetype);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefButS(block, MENU, B_REDR, strp, 255,y1,200,20, &th_curcol, 0, 0, 0, 0, "Current color");
MEM_freeN(strp);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
th_curcol_ptr= col= BIF_ThemeGetColorPtr(btheme, spacetype, th_curcol);
if(col==NULL) return;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* first handle exceptions, special single values, row selection, etc */
if(th_curcol==TH_VERTEX_SIZE) {
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"Vertex size ", 465,y3,200,20, col, 1.0, 10.0, 0, 0, "");
}
else if(th_curcol==TH_FACEDOT_SIZE) {
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"Face dot size ", 465,y3,200,20, col, 1.0, 10.0, 0, 0, "");
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
else if(th_curcol==TH_BUT_DRAWTYPE) {
uiBlockBeginAlign(block);
uiDefButC(block, ROW, B_UPDATE_THEME, "Minimal", 465,y3,100,20, col, 2.0, 0.0, 0, 0, "");
uiDefButC(block, ROW, B_UPDATE_THEME, "Shaded", 565,y3,100,20, col, 2.0, 1.0, 0, 0, "");
uiDefButC(block, ROW, B_UPDATE_THEME, "Rounded", 465,y2,100,20, col, 2.0, 2.0, 0, 0, "");
uiDefButC(block, ROW, B_UPDATE_THEME, "OldSkool", 565,y2,100,20, col, 2.0, 3.0, 0, 0, "");
uiBlockEndAlign(block);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
}
else {
uiBlockBeginAlign(block);
if ELEM6(th_curcol, TH_PANEL, TH_FACE, TH_FACE_SELECT, TH_MENU_BACK, TH_MENU_HILITE, TH_MENU_ITEM) {
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"A ", 465,y3+25,200,20, col+3, 0.0, 255.0, B_THEMECOL, 0, "");
}
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"R ", 465,y3,200,20, col, 0.0, 255.0, B_THEMECOL, 0, "");
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"G ", 465,y2,200,20, col+1, 0.0, 255.0, B_THEMECOL, 0, "");
uiDefButC(block, NUMSLI, B_UPDATE_THEME,"B ", 465,y1,200,20, col+2, 0.0, 255.0, B_THEMECOL, 0, "");
uiBlockEndAlign(block);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefButC(block, COL, B_UPDATE_THEME, "", 675,y1,50,y3-y1+20, col, 0, 0, 0, 0, "");
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
/* copy paste */
uiBlockBeginAlign(block);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefBut(block, BUT, B_THEME_COPY, "Copy Color", 755,y2,120,20, NULL, 0, 0, 0, 0, "Stores current color in buffer");
uiDefBut(block, BUT, B_THEME_PASTE, "Paste Color", 755,y1,120,20, NULL, 0, 0, 0, 0, "Pastes buffer color");
uiBlockEndAlign(block);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefButC(block, COL, 0, "", 885,y1,50,y2-y1+20, th_curcol_arr, 0, 0, 0, 0, "");
}
}
void drawinfospace(ScrArea *sa, void *spacedata)
2002-10-12 11:37:38 +00:00
{
uiBlock *block;
static short cur_light=0, cur_light_var=0;
float fac, col[3];
short xpos, ypos, ypostab, buth, rspace, dx, y1, y2, y3, y4, y5, y6;
short y2label, y3label, y4label, y5label, y6label;
short spref, mpref, lpref, smfileselbut;
short edgsp, midsp;
2002-10-12 11:37:38 +00:00
char naam[32];
if(curarea->win==0) return;
BIF_GetThemeColor3fv(TH_BACK, col);
glClearColor(col[0], col[1], col[2], 0.0);
2002-10-12 11:37:38 +00:00
glClear(GL_COLOR_BUFFER_BIT);
if(curarea->winx<=1280.0) {
fac= ((float)curarea->winx)/1280.0f;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
myortho2(0.375f, 1280.375f, 0.375f, curarea->winy/fac + 0.375f);
}
else {
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
myortho2(0.375f, (float)curarea->winx + 0.375f, 0.375f, (float)curarea->winy + 0.375f);
}
2002-10-12 11:37:38 +00:00
sprintf(naam, "infowin %d", curarea->win);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
block= uiNewBlock(&curarea->uiblocks, naam, UI_EMBOSS, UI_HELV, curarea->win);
2002-10-12 11:37:38 +00:00
/* Vars for nice grid alignment */
dx= (1280-90)/7; /* spacing for use in equally dividing 'tab' row */
xpos = 45; /* left padding */
ypos = 50; /* bottom padding for buttons */
ypostab = 10; /* bottom padding for 'tab' row */
buth = 20; /* standard button height */
spref = 90; /* standard size for small preferences button */
mpref = 189; /* standard size for medium preferences button */
lpref = 288; /* standard size for large preferences button */
smfileselbut = buth; /* standard size for fileselect button (square) */
edgsp = 3; /* space from edge of end 'tab' to edge of end button */
midsp = 9; /* horizontal space between buttons */
rspace = 3; /* default space between rows */
y1 = ypos; /* grid alignment for each row of buttons */
y2 = ypos+buth+rspace;
y3 = ypos+2*(buth+rspace);
y4 = ypos+3*(buth+rspace);
y5 = ypos+4*(buth+rspace);
y6 = ypos+5*(buth+rspace);
y2label = y2-2; /* adjustments to offset the labels down to align better */
y3label = y3-2;
y4label = y4-2;
y5label = y5-2;
y6label = y6-2;
/* set the colour to blue and draw the main 'tab' controls */
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiBlockSetCol(block, TH_BUT_SETTING1);
uiBlockBeginAlign(block);
uiDefButS(block, ROW,B_USERPREF,"View & Controls",
xpos,ypostab,(short)dx,buth,
&U.userpref,1.0,0.0, 0, 0,"");
uiDefButS(block, ROW,B_USERPREF,"Edit Methods",
(short)(xpos+dx),ypostab,(short)dx,buth,
&U.userpref,1.0,1.0, 0, 0,"");
2002-10-12 11:37:38 +00:00
uiDefButS(block, ROW,B_USERPREF,"Language & Font",
(short)(xpos+2*dx),ypostab,(short)dx,buth,
&U.userpref,1.0,2.0, 0, 0,"");
2002-10-12 11:37:38 +00:00
uiDefButS(block, ROW,B_USERPREF,"Themes",
2003-10-17 14:11:17 +00:00
(short)(xpos+3*dx),ypostab,(short)dx,buth,
&U.userpref,1.0,6.0, 0, 0,"");
uiDefButS(block, ROW,B_USERPREF,"Auto Save",
2003-10-17 14:11:17 +00:00
(short)(xpos+4*dx),ypostab,(short)dx,buth,
&U.userpref,1.0,3.0, 0, 0,"");
uiDefButS(block, ROW,B_USERPREF,"System & OpenGL",
(short)(xpos+5*dx),ypostab,(short)dx,buth,
&U.userpref,1.0,4.0, 0, 0,"");
2003-10-17 14:11:17 +00:00
uiDefButS(block, ROW,B_USERPREF,"File Paths",
2003-10-17 14:11:17 +00:00
(short)(xpos+6*dx),ypostab,(short)dx,buth,
&U.userpref,1.0,5.0, 0, 0,"");
2003-01-28 11:14:38 +00:00
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiBlockSetCol(block, TH_AUTO);
uiBlockEndAlign(block);
/* end 'tab' controls */
/* line 2: left x co-ord, top y co-ord, width, height */
if(U.userpref == 6) {
info_user_themebuts(block, y1, y2, y3);
}
else if (U.userpref == 0) { /* view & controls */
uiDefBut(block, LABEL,0,"Display:",
xpos,y6label,spref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, USER_TOOLTIPS, 0, "ToolTips",
(xpos+edgsp),y5,spref,buth,
&(U.flag), 0, 0, 0, 0,
"Display tooltips (help tags) over buttons");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DRAWVIEWINFO, B_DRAWINFO, "Object Info",
(xpos+edgsp),y4,spref,buth,
&(U.uiflag), 0, 0, 0, 0,
"Display active object name and frame number in the 3D View");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_SCENEGLOBAL, 0, "Global Scene",
(xpos+edgsp),y3,spref,buth,
&(U.flag), 0, 0, 0, 0,
"Forces the current Scene to be displayed in all Screens");
#ifndef __APPLE__
uiDefButS(block, TOG|BIT|0, 0, "Large Cursors",
(xpos+edgsp),y2,spref,buth,
&(U.curssize), 0, 0, 0, 0,
"Use large mouse cursors when available");
#else
U.curssize=0; /*Small Cursor always for OS X for now */
#endif
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Menus:",
(xpos+(2*edgsp)+spref),y6label,spref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, USER_MENUOPENAUTO, 0, "Open on Mouse Over",
(xpos+edgsp+spref+midsp),y5,mpref,buth,
&(U.uiflag), 0, 0, 0, 0,
"Open menu buttons and pulldowns automatically when the mouse is hovering");
uiDefButS(block, NUM, 0, "Top Level:",
(xpos+edgsp+spref+midsp),y4,spref+edgsp,buth,
&(U.menuthreshold1), 1, 40, 0, 0,
"Time delay in 1/10 seconds before automatically opening top level menus");
uiDefButS(block, NUM, 0, "Sublevels:",
(xpos+edgsp+(2*spref)+(2*midsp)-edgsp),y4,spref+edgsp,buth,
&(U.menuthreshold2), 1, 40, 0, 0,
"Time delay in 1/10 seconds before automatically opening menu sublevels");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Toolbox click-hold delay:",
(xpos+(2*edgsp)+spref),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButS(block, NUM, 0, "LMB:",
(xpos+edgsp+spref+midsp),y2,spref+edgsp,buth,
&(U.tb_leftmouse), 2, 40, 0, 0,
"Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox");
uiDefButS(block, NUM, 0, "RMB:",
(xpos+edgsp+(2*spref)+(2*midsp)-edgsp),y2,spref+edgsp,buth,
&(U.tb_rightmouse), 2, 40, 0, 0,
"Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
uiDefButBitI(block, TOG, USER_PANELPINNED, 0, "Pin Floating Panels",
(xpos+edgsp+spref+midsp),y1,(mpref/2),buth,
&(U.uiflag), 0, 0, 0, 0,
"Make floating panels invoked by a hotkey (eg. N Key) open at the previous location");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_LOCKAROUND, B_DRAWINFO, "Global Pivot",
(xpos+edgsp+spref+midsp+(mpref/2)),y1,(mpref/2),buth,
&(U.uiflag), 0, 0, 0, 0,
"Lock the same rotation/scaling pivot in all 3D Views");
uiDefBut(block, LABEL,0,"Snap to grid:",
(xpos+(2*edgsp)+spref+midsp+mpref),y6label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, USER_AUTOGRABGRID, 0, "Grab/Move",
(xpos+edgsp+mpref+spref+(2*midsp)),y5,spref,buth,
&(U.flag), 0, 0, 0, 0,
"Snap objects and sub-objects to grid units when moving");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_AUTOROTGRID, 0, "Rotate",
(xpos+edgsp+mpref+spref+(2*midsp)),y4,spref,buth,
&(U.flag), 0, 0, 0, 0,
"Snap objects and sub-objects to grid units when rotating");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_AUTOSIZEGRID, 0, "Scale",
(xpos+edgsp+mpref+spref+(2*midsp)),y3,spref,buth,
&(U.flag), 0, 0, 0, 0,
"Snap objects and sub-objects to grid units when scaling");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"View zoom:",
(xpos+(2*edgsp)+mpref+(2*spref)+(2*midsp)),y6label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_BUT_SETTING1); /* mutually exclusive toggles, start color */
uiDefButS(block, ROW, 0, "Continue",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)),y5,(mpref/3),buth,
&(U.viewzoom), 40, USER_ZOOM_CONT, 0, 0,
"Old style zoom, continues while moving mouse up or down");
uiDefButS(block, ROW, 0, "Dolly",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)+(mpref/3)),y5,(mpref/3),buth,
&(U.viewzoom), 40, USER_ZOOM_DOLLY, 0, 0,
"Zooms in and out based on vertical mouse movement.");
uiDefButS(block, ROW, 0, "Scale",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)+(2*mpref/3)),y5,(mpref/3),buth,
&(U.viewzoom), 40, USER_ZOOM_SCALE, 0, 0,
"Zooms in and out like scaling the view, mouse movements relative to center.");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_AUTO); /* end color */
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"View rotation:",
(xpos+(2*edgsp)+mpref+(2*spref)+(2*midsp)),y4label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_BUT_SETTING1); /* mutually exclusive toggles, start color */
uiDefButBitI(block, TOG, USER_TRACKBALL, B_DRAWINFO, "Trackball",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)),y3,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0,
"Allow the view to tumble freely when orbiting with the Middle Mouse Button");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOGN, USER_TRACKBALL, B_DRAWINFO, "Turntable",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)+(mpref/2)),y3,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0,
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
"Allow the view to tumble freely when orbiting with the Middle Mouse Button");
uiBlockSetCol(block, TH_AUTO); /* end color */
uiDefButBitI(block, TOG, USER_AUTOPERSP, B_DRAWINFO, "Auto Perspective",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)),y2,(mpref/2),buth,
&(U.uiflag), 0, 0, 0, 0,
"Automatically switch between orthographic and perspective when changing from top/front/side views");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_ORBIT_SELECTION, B_DRAWINFO, "Around Active",
(xpos+edgsp+mpref+(2*spref)+(3*midsp)+(mpref/2)),y2,(mpref/2),buth,
&(U.uiflag), 0, 0, 0, 0,
"Keep the active object in place when orbiting the views (Object Mode)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Select with:",
(xpos+(2*edgsp)+(3*mpref)+(3*midsp)),y6label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_BUT_SETTING1); /* mutually exclusive toggles, start color */
uiDefButBitI(block, TOG, USER_LMOUSESELECT, B_DRAWINFO, "Left Mouse",
(xpos+edgsp+(3*mpref)+(4*midsp)),y5,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Use the Left Mouse Button for selection");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOGN, USER_LMOUSESELECT, B_DRAWINFO, "Right Mouse",
(xpos+edgsp+(3*mpref)+(4*midsp)+(mpref/2)),y5,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Use the Right Mouse Button for selection");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_AUTO); /* end color */
uiBlockEndAlign(block);
if(U.flag & USER_LMOUSESELECT) {
uiDefBut(block, LABEL,0,"Cursor with: Right Mouse",
(xpos+(2*edgsp)+(3*mpref)+(3*midsp)),y4label+5,mpref,buth,
0, 0, 0, 0, 0, "");
} else {
uiDefBut(block, LABEL,0,"Cursor with: Left Mouse",
(xpos+(2*edgsp)+(3*mpref)+(3*midsp)),y4label+5,mpref,buth,
0, 0, 0, 0, 0, "");
}
/* illegal combo... */
if (U.flag & USER_LMOUSESELECT)
U.flag &= ~USER_TWOBUTTONMOUSE;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_TWOBUTTONMOUSE, B_DRAWINFO, "Emulate 3 Button Mouse",
(xpos+edgsp+(3*mpref)+(4*midsp)),y3,mpref,buth,
&(U.flag), 0, 0, 0, 0,
"Emulates Middle Mouse with Alt+LeftMouse (doesnt work with Left Mouse Select option)");
uiDefBut(block, LABEL,0,"Middle Mouse Button:",
(xpos+(2*edgsp)+(4*mpref)+(4*midsp)),y6label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_BUT_SETTING1); /* mutually exclusive toggles, start color */
uiDefButBitI(block, TOGN, USER_VIEWMOVE, B_DRAWINFO, "Rotate View",
(xpos+edgsp+(4*mpref)+(5*midsp)),y5,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Default action for the Middle Mouse Button");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_VIEWMOVE, B_DRAWINFO, "Pan View",
(xpos+edgsp+(4*mpref)+(5*midsp)+(mpref/2)),y5,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Default action for the Middle Mouse Button");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockSetCol(block, TH_AUTO); /* end color */
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Mouse Wheel:",
(xpos+(2*edgsp)+(4*mpref)+(4*midsp)),y4label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, USER_WHEELZOOMDIR, 0, "Invert Zoom",
(xpos+edgsp+(4*mpref)+(5*midsp)),y3,spref,buth,
&(U.uiflag), 0, 0, 0, 0,
"Swap the Mouse Wheel zoom direction");
uiDefButI(block, NUM, 0, "Scroll Lines:",
(xpos+edgsp+(4*mpref)+(6*midsp)+spref-edgsp),y3,spref+edgsp,buth,
&U.wheellinescroll, 0.0, 32.0, 0, 0,
"The number of lines scrolled at a time with the mouse wheel");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"3D Transform Widget:",
(xpos+(2*edgsp)+(5*mpref)+(5*midsp)),y6label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButS(block, NUM, B_REDRCURW3D, "Size:",
(xpos+edgsp+(5*mpref)+(6*midsp)),y5,(mpref/2),buth,
&(U.tw_size), 2, 40, 0, 0, "Size of widget as percentage of window size");
uiDefButS(block, NUM, B_REDRCURW3D, "Handle:",
(xpos+edgsp+(5*mpref)+(6*midsp)+(mpref/2)),y5,(mpref/2),buth,
&(U.tw_handlesize), 2, 40, 0, 0, "Size of widget handles as percentage of widget radius");
uiDefButS(block, NUM, B_REDRCURW3D, "Hotspot:",
(xpos+edgsp+(5*mpref)+(6*midsp)),y4,(mpref),buth,
&(U.tw_hotspot), 4, 40, 0, 0, "Hotspot in pixels for clicking widget handles");
uiBlockEndAlign(block);
} else if (U.userpref == 1) { /* edit methods */
uiDefBut(block, LABEL,0,"Material linked to:",
xpos,y3label,mpref,buth,
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOGN, USER_MAT_ON_OB, B_DRAWINFO, "ObData",
(xpos+edgsp),y2,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Link new objects' material to the obData block");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_MAT_ON_OB, B_DRAWINFO, "Object",
(xpos+edgsp+(mpref/2)),y2,(mpref/2),buth,
&(U.flag), 0, 0, 0, 0, "Link new objects' material to the object block");
uiBlockEndAlign(block);
uiDefBut(block, LABEL,0,"Editmode undo:",
(xpos+(2*edgsp)+mpref),y3label, mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButS(block, NUMSLI, B_DRAWINFO, "Steps:",
(xpos+edgsp+mpref+midsp),y2,mpref,buth,
&(U.undosteps), 2, 64, 0, 0, "Number of undo steps available in Edit Mode (smaller values conserve memory)");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_GLOBALUNDO, B_DRAWINFO, "Global undo",
(xpos+edgsp+mpref+midsp),y1,mpref,buth,
&(U.uiflag), 2, 64, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
uiDefBut(block, LABEL,0,"Auto keyframe",
(xpos+(2*edgsp)+(2*mpref)+midsp),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
uiDefButBitI(block, TOG, G_RECORDKEYS, REDRAWTIME, "Action and Object",
(xpos+edgsp+(2*mpref)+(2*midsp)),y2,mpref, buth,
&(G.flags), 0, 0, 0, 0, "Automatic keyframe insertion in Object and Action Ipo curves");
// uiDefButBitS(block, TOG, USER_KEYINSERTACT, 0, "Action",
// (xpos+edgsp+(2*mpref)+(2*midsp)),y2,(spref+edgsp),buth,
// &(U.uiflag), 0, 0, 0, 0, "Automatic keyframe insertion in Action Ipo curve");
// uiDefButBitS(block, TOG, USER_KEYINSERTOBJ, 0, "Object",
// (xpos+edgsp+(2*mpref)+(3*midsp)+spref-edgsp),y2,(spref+edgsp),buth,
// &(U.uiflag), 0, 0, 0, 0, "Automatic keyframe insertion in Object Ipo curve");
uiDefBut(block, LABEL,0,"Duplicate with object:",
(xpos+(2*edgsp)+(3*midsp)+(3*mpref)+spref),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, USER_DUP_MESH, 0, "Mesh",
(xpos+edgsp+(4*midsp)+(3*mpref)+spref),y2,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes mesh data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DUP_SURF, 0, "Surface",
(xpos+edgsp+(5*midsp)+(3*mpref)+(2*spref)),y2,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes surface data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DUP_CURVE, 0, "Curve",
(xpos+edgsp+(6*midsp)+(3*mpref)+(3*spref)),y2,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes curve data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DUP_FONT, 0, "Text",
(xpos+edgsp+(7*midsp)+(3*mpref)+(4*spref)),y2,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes text data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DUP_MBALL, 0, "Metaball",
(xpos+edgsp+(8*midsp)+(3*mpref)+(5*spref)),y2,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes metaball data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_DUP_ARM, 0, "Armature",
(xpos+edgsp+(4*midsp)+(3*mpref)+spref),y1,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes armature data to be duplicated with Shift+D");
uiDefButBitI(block, TOG, USER_DUP_LAMP, 0, "Lamp",
(xpos+edgsp+(5*midsp)+(3*mpref)+(2*spref)),y1,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes lamp data to be duplicated with Shift+D");
uiDefButBitI(block, TOG, USER_DUP_MAT, 0, "Material",
(xpos+edgsp+(6*midsp)+(3*mpref)+(3*spref)),y1,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes material data to be duplicated with Shift+D");
uiDefButBitI(block, TOG, USER_DUP_TEX, 0, "Texture",
(xpos+edgsp+(7*midsp)+(3*mpref)+(4*spref)),y1,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes texture data to be duplicated with Shift+D");
uiDefButBitI(block, TOG, USER_DUP_IPO, 0, "Ipo",
(xpos+edgsp+(8*midsp)+(3*mpref)+(5*spref)),y1,(spref+edgsp),buth,
&(U.dupflag), 0, 0, 0, 0, "Causes ipo data to be duplicated with Shift+D");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiBlockEndAlign(block);
} else if(U.userpref == 2) { /* language & colors */
#ifdef INTERNATIONAL
uiDefButBitS(block, TOG, USER_DOTRANSLATE, B_DOLANGUIFONT, "International Fonts",
xpos,y2,mpref,buth,
&(U.transopts), 0, 0, 0, 0, "Activate international interface");
if(U.transopts & USER_DOTRANSLATE) {
char curfont[320];
sprintf(curfont, "Interface Font: ");
if(U.fontname[0]) strcat(curfont, U.fontname);
else strcat(curfont, "Built-in");
uiDefBut(block, LABEL,0,curfont,
(xpos),y3,4*mpref,buth,
0, 0, 0, 0, 0, "");
uiDefBut(block, BUT, B_LOADUIFONT, "Select Font",
xpos,y1,mpref,buth,
0, 0, 0, 0, 0, "Select a new font for the interface");
uiDefButI(block, BUT, B_RESTOREFONT, "Restore to default",
(xpos+edgsp+mpref+midsp),y2,mpref,buth,
&U.fontsize, 0, 0, 0, 0, "Restores to using the default included antialised font");
uiDefButI(block, MENU|INT, B_SETFONTSIZE, fontsize_pup(),
(xpos+edgsp+mpref+midsp),y1,mpref,buth,
&U.fontsize, 0, 0, 0, 0, "Current interface font size (points)");
/*
uiDefButS(block, MENU|SHO, B_SETENCODING, encoding_pup(),
(xpos+edgsp+mpref+midsp),y1,mpref,buth,
&U.encoding, 0, 0, 0, 0, "Current interface font encoding");
uiDefBut(block, LABEL,0,"Translate:",
(xpos+edgsp+(2.1*mpref)+(2*midsp)),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
*/
uiDefButBitS(block, TOG, USER_TR_TOOLTIPS, B_SETTRANSBUTS, "Tooltips",
(xpos+edgsp+(2.2*mpref)+(3*midsp)),y1,spref,buth,
&(U.transopts), 0, 0, 0, 0, "Translate tooltips");
uiDefButBitS(block, TOG, USER_TR_BUTTONS, B_SETTRANSBUTS, "Buttons",
(xpos+edgsp+(2.2*mpref)+(4*midsp)+spref),y1,spref,buth,
&(U.transopts), 0, 0, 0, 0, "Translate button labels");
uiDefButBitS(block, TOG, USER_TR_MENUS, B_SETTRANSBUTS, "Toolbox",
(xpos+edgsp+(2.2*mpref)+(5*midsp)+(2*spref)),y1,spref,buth,
&(U.transopts), 0, 0, 0, 0, "Translate toolbox menu");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButI(block, MENU|SHO, B_SETLANGUAGE, language_pup(),
(xpos+edgsp+(2.2*mpref)+(3*midsp)),y2,mpref+(0.5*mpref)+3,buth,
&U.language, 0, 0, 0, 0, "Select interface language");
uiDefButBitS(block, TOG, USER_USETEXTUREFONT, B_USETEXTUREFONT, "Use Textured Fonts",
(xpos+edgsp+(4*mpref)+(4*midsp)),y2,mpref,buth,
&(U.transopts), 0, 0, 0, 0,
"Use Textured Fonts");
}
/* end of INTERNATIONAL */
#endif
} else if(U.userpref == 3) { /* auto save */
uiDefButS(block, NUM, 0, "Save Versions:",
(xpos+edgsp),y3,mpref,buth,
&U.versions, 0.0, 32.0, 0, 0,
"The number of old versions to maintain in the current directory, when manually saving");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_AUTOSAVE, B_RESETAUTOSAVE, "Auto Save Temp Files",
(xpos+edgsp+mpref+midsp),y3,mpref,buth,
&(U.flag), 0, 0, 0, 0,
"Enables automatic saving of temporary files");
if(U.flag & USER_AUTOSAVE) {
uiDefButI(block, NUM, B_RESETAUTOSAVE, "Minutes:",
(xpos+edgsp+mpref+midsp),y2,mpref,buth,
&(U.savetime), 1.0, 60.0, 0, 0,
"The time (in minutes) to wait between automatic temporary saves");
uiDefBut(block, BUT, B_LOADTEMP, "Open Recent",
(xpos+edgsp+mpref+midsp),y1,mpref,buth,
0, 0, 0, 0, 0,"Open the most recently saved temporary file");
}
} else if (U.userpref == 4) { /* system & opengl */
uiDefBut(block, LABEL,0,"Solid OpenGL light:",
xpos+edgsp, y3label, mpref, buth,
0, 0, 0, 0, 0, "");
uiDefButS(block, MENU, B_REDR, "Light1 %x0|Light2 %x1|Light3 %x2",
xpos+edgsp, y2, 2*mpref/6, buth, &cur_light, 0.0, 0.0, 0, 0, "");
uiBlockSetCol(block, TH_BUT_SETTING1);
uiDefButI(block, TOG|BIT|0, B_RECALCLIGHT, "On",
xpos+edgsp+2*mpref/6, y2, mpref/6, buth,
&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "Enable this OpenGL light in Solid draw mode");
uiBlockSetCol(block, TH_AUTO);
uiDefButS(block, ROW, B_REDR, "Vec",
xpos+edgsp+3*mpref/6, y2, mpref/6, buth,
&cur_light_var, 123.0, 0.0, 0, 0, "Lamp vector for OpenGL light");
uiDefButS(block, ROW, B_REDR, "Col",
xpos+edgsp+4*mpref/6, y2, mpref/6, buth,
&cur_light_var, 123.0, 1.0, 0, 0, "Diffuse Color for OpenGL light");
uiDefButS(block, ROW, B_REDR, "Spec",
xpos+edgsp+5*mpref/6, y2, mpref/6, buth,
&cur_light_var, 123.0, 2.0, 0, 0, "Specular color for OpenGL light");
if(cur_light_var==1) {
uiDefButF(block, NUM, B_RECALCLIGHT, "R ",
xpos+edgsp, y1, mpref/3, buth,
U.light[cur_light].col, 0.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "G ",
xpos+edgsp+mpref/3, y1, mpref/3, buth,
U.light[cur_light].col+1, 0.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "B ",
xpos+edgsp+2*mpref/3, y1, mpref/3, buth,
U.light[cur_light].col+2, 0.0, 1.0, 100, 2, "");
}
else if(cur_light_var==2) {
uiDefButF(block, NUM, B_RECALCLIGHT, "sR ",
xpos+edgsp, y1, mpref/3, buth,
U.light[cur_light].spec, 0.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "sG ",
xpos+edgsp+mpref/3, y1, mpref/3, buth,
U.light[cur_light].spec+1, 0.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "sB ",
xpos+edgsp+2*mpref/3, y1, mpref/3, buth,
U.light[cur_light].spec+2, 0.0, 1.0, 100, 2, "");
}
else if(cur_light_var==0) {
uiDefButF(block, NUM, B_RECALCLIGHT, "X ",
xpos+edgsp, y1, mpref/3, buth,
U.light[cur_light].vec, -1.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "Y ",
xpos+edgsp+mpref/3, y1, mpref/3, buth,
U.light[cur_light].vec+1, -1.0, 1.0, 100, 2, "");
uiDefButF(block, NUM, B_RECALCLIGHT, "Z ",
xpos+edgsp+2*mpref/3, y1, mpref/3, buth,
U.light[cur_light].vec+2, -1.0, 1.0, 100, 2, "");
}
/*
uiDefButS(block, TOG|BIT|5, 0, "Log Events to Console",
(xpos+edgsp),y2,lpref,buth,
&(U.uiflag), 0, 0, 0, 0, "Display a list of input events in the console");
uiDefButS(block, MENU|SHO, B_CONSOLEOUT, consolemethod_pup(),
(xpos+edgsp), y1, lpref,buth,
&U.console_out, 0, 0, 0, 0, "Select console output method");
uiDefButS(block, NUM, B_CONSOLENUMLINES, "Lines:",
(xpos+edgsp+lpref+midsp),y1,spref,buth,
&U.console_buffer, 1.0, 4000.0, 0, 0, "Maximum number of internal console lines");
*/
#ifdef _WIN32
uiDefBut(block, LABEL,0,"Win Codecs:",
(xpos+edgsp+(1*midsp)+(1*mpref)),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_ALLWINCODECS, 0, "Enable all codecs",
(xpos+edgsp+(1*mpref)+(1*midsp)),y2,mpref,buth,
&(U.uiflag), 0, 0, 0, 0, "Allows all codecs for rendering (not guaranteed)");
#endif
uiDefBut(block, LABEL,0,"Keyboard:",
(xpos+edgsp+(3*midsp)+(3*mpref)),y3label,mpref,buth,
0, 0, 0, 0, 0, "");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_NO_CAPSLOCK, B_U_CAPSLOCK, "Disable Caps Lock",
(xpos+edgsp+(3*midsp)+(3*mpref)),y1,mpref,buth,
&(U.flag), 0, 0, 0, 0,
"Disables the Caps Lock key when entering text");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_NONUMPAD, 0, "Emulate Numpad",
(xpos+edgsp+(3*midsp)+(3*mpref)),y2,mpref,buth,
&(U.flag), 0, 0, 0, 0,
"Causes the 1 to 0 keys to act as the numpad (useful for laptops)");
uiDefBut(block, LABEL,0,"System:",
(xpos+edgsp+(4*midsp)+(4*mpref)),y4label,mpref,buth,
0, 0, 0, 0, 0, "");
uiDefButBitI(block, TOG, USER_DISABLE_SOUND, B_SOUNDTOGGLE, "Disable Game Sound",
(xpos+edgsp+(4*mpref)+(4*midsp)),y3,mpref,buth,
&(U.gameflags), 0, 0, 0, 0, "Disables sounds from being played in games");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButBitI(block, TOG, USER_FILTERFILEEXTS, 0, "Filter File Extensions",
(xpos+edgsp+(4*mpref)+(4*midsp)),y2,mpref,buth,
&(U.uiflag), 0, 0, 0, 0, "Display only files with extensions in the image select window");
uiDefButBitI(block, TOG, USER_HIDE_DOT, 0, "Hide dot file/datablock",
(xpos+edgsp+(4*mpref)+(4*midsp)),y1,mpref,buth,
&(U.uiflag), 0, 0, 0, 0, "Hide files/datablocks that start with a dot(.*)");
uiDefBut(block, LABEL,0,"OpenGL:",
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
(xpos+edgsp+(5*midsp)+(5*mpref)),y5label,mpref,buth,
0, 0, 0, 0, 0, "");
uiDefButBitI(block, TOGN, USER_DISABLE_MIPMAP, B_MIPMAPCHANGED, "Mipmaps",
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
(xpos+edgsp+(5*mpref)+(5*midsp)),y4,mpref,buth,
&(U.gameflags), 0, 0, 0, 0, "Toggles between mipmap textures on (beautiful) and off (fast)");
uiDefButBitI(block, TOG, USER_VERTEX_ARRAYS, 0, "Vertex Arrays",
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
(xpos+edgsp+(5*mpref)+(5*midsp)),y3,mpref,buth,
&(U.gameflags), 0, 0, 0, 0, "Toggles between vertex arrays on (less reliable) and off (more reliable)");
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
uiDefButI(block, NUM, 0, "Time Out ",
(xpos+edgsp+(5*mpref)+(5*midsp)), y2, mpref, buth,
&U.textimeout, 0.0, 3600.0, 30, 2, "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated)");
uiDefButI(block, NUM, 0, "Collect Rate ",
(xpos+edgsp+(5*mpref)+(5*midsp)), y1, mpref, buth,
&U.texcollectrate, 1.0, 3600.0, 30, 2, "Number of seconds between each run of the GL texture garbage collector.");
uiDefBut(block, LABEL,0,"Audio mixing buffer:",
(xpos+edgsp+(2*midsp)+(2*mpref)),y3label,mpref,buth,
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButI(block, ROW, 0, "256",
(xpos+edgsp+(2*midsp)+(2*mpref)),y2,(mpref/4),buth,
&U.mixbufsize, 2.0, 256.0, 0, 0, "Set audio mixing buffer size to 256 samples");
uiDefButI(block, ROW, 0, "512",
(xpos+edgsp+(2*midsp)+(2*mpref)+(mpref/4)),y2,(mpref/4),buth,
&U.mixbufsize, 2.0, 512.0, 0, 0, "Set audio mixing buffer size to 512 samples");
uiDefButI(block, ROW, 0, "1024",
(xpos+edgsp+(2*midsp)+(2*mpref)+(2*mpref/4)),y2,(mpref/4),buth,
&U.mixbufsize, 2.0, 1024.0, 0, 0, "Set audio mixing buffer size to 1024 samples");
uiDefButI(block, ROW, 0, "2048",
(xpos+edgsp+(2*midsp)+(2*mpref)+(3*mpref/4)),y2,(mpref/4),buth,
&U.mixbufsize, 2.0, 2048.0, 0, 0, "Set audio mixing buffer size to 2048 samples");
uiBlockEndAlign(block);
} else if(U.userpref == 5) { /* file paths */
/* yafray: (temporary) path button for yafray xml export, now with fileselect */
uiDefBut(block, TEX, 0, "YFexport: ",
(xpos+edgsp), y2+buth+rspace, lpref-smfileselbut, buth,
U.yfexportdir, 1.0, 63.0, 0, 0,
"The default directory for yafray xml export (must exist!)");
uiDefIconBut(block, BUT, B_YAFRAYDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+lpref-smfileselbut), y2+buth+rspace, smfileselbut, buth,
0, 0, 0, 0, 0, "Select the default yafray export directory");
uiDefBut(block, TEX, 0, "Fonts: ",
(xpos+edgsp),y2,(lpref-smfileselbut),buth,
U.fontdir, 1.0, 63.0, 0, 0,
"The default directory to search for loading fonts");
uiDefIconBut(block, BUT, B_FONTDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+lpref-smfileselbut),y2,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default font directory");
uiDefBut(block, TEX, 0, "Textures: ",
(xpos+edgsp+lpref+midsp),y2,(lpref-smfileselbut),buth,
U.textudir, 1.0, 63.0, 0, 0, "The default directory to search for textures");
uiDefIconBut(block, BUT, B_TEXTUDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(2*lpref)+midsp-smfileselbut),y2,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default texture location");
uiDefBut(block, TEX, 0, "Tex Plugins: ",
(xpos+edgsp+(2*lpref)+(2*midsp)),y2,(lpref-smfileselbut),buth,
U.plugtexdir, 1.0, 63.0, 0, 0, "The default directory to search for texture plugins");
uiDefIconBut(block, BUT, B_PLUGTEXDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(3*lpref)+(2*midsp)-smfileselbut),y2,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default texture plugin location");
uiDefBut(block, TEX, 0, "Seq Plugins: ",
(xpos+edgsp+(3*lpref)+(3*midsp)),y2,(lpref-smfileselbut),buth,
U.plugseqdir, 1.0, 63.0, 0, 0, "The default directory to search for sequence plugins");
uiDefIconBut(block, BUT, B_PLUGSEQDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(4*lpref)+(3*midsp)-smfileselbut),y2,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default sequence plugin location");
uiDefBut(block, TEX, 0, "Render: ",
(xpos+edgsp),y1,(lpref-smfileselbut),buth,
U.renderdir, 1.0, 63.0, 0, 0, "The default directory for rendering output");
uiDefIconBut(block, BUT, B_RENDERDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+lpref-smfileselbut),y1,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default render output location");
uiDefBut(block, TEX, 0, "Python: ",
(xpos+edgsp+lpref+midsp),y1,(lpref-2*smfileselbut),buth,
U.pythondir, 1.0, 63.0, 0, 0, "The default directory to search for Python scripts");
uiDefIconBut(block, BUT, B_PYMENUEVAL, ICON_SCRIPT,
(xpos+edgsp+(2*lpref)+midsp-2*smfileselbut),y1,smfileselbut,buth,
0, 0, 0, 0, 0, "Re-evaluate scripts registration in menus");
uiDefIconBut(block, BUT, B_PYTHONDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(2*lpref)+midsp-smfileselbut),y1,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default Python script location");
uiDefBut(block, TEX, 0, "Sounds: ",
(xpos+edgsp+(2*lpref)+(2*midsp)),y1,(lpref-smfileselbut),buth,
U.sounddir, 1.0, 63.0, 0, 0, "The default directory to search for sounds");
uiDefIconBut(block, BUT, B_SOUNDDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(3*lpref)+(2*midsp)-smfileselbut),y1,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default sound location");
uiDefBut(block, TEX, 0, "Temp: ",
(xpos+edgsp+(3*lpref)+(3*midsp)),y1,(lpref-smfileselbut),buth,
U.tempdir, 1.0, 63.0, 0, 0, "The directory for storing temporary save files");
uiDefIconBut(block, BUT, B_TEMPDIRFILESEL, ICON_FILESEL,
(xpos+edgsp+(4*lpref)+(3*midsp)-smfileselbut),y1,smfileselbut,buth,
0, 0, 0, 0, 0, "Select the default temporary save file location");
}
2002-10-12 11:37:38 +00:00
uiDrawBlock(block);
myortho2(-0.375, (float)(sa->winx)-0.375, -0.375, (float)(sa->winy)-0.375);
draw_area_emboss(sa);
/* restore buttons transform */
if(curarea->winx<=1280.0) {
fac= ((float)curarea->winx)/1280.0f;
myortho2(0.0, 1280.0, 0.0, curarea->winy/fac);
}
else {
myortho2(0.0, (float)curarea->winx, 0.0, (float)curarea->winy);
}
sa->win_swap= WIN_BACK_OK;
2002-10-12 11:37:38 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadinfospace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
if(val) {
if( uiDoBlocks(&curarea->uiblocks, event)!=UI_NOTHING ) event= 0;
switch(event) {
case UI_BUT_EVENT:
if(val==REDRAWTIME) allqueue(REDRAWTIME, 0);
else if(val==B_ADD_THEME) {
bTheme *btheme, *new;
btheme= U.themes.first;
new= MEM_callocN(sizeof(bTheme), "theme");
memcpy(new, btheme, sizeof(bTheme));
BLI_addhead(&U.themes, new);
strcpy(new->name, "New User Theme");
addqueue(sa->win, REDRAW, 1);
}
else if(val==B_DEL_THEME) {
bTheme *btheme= U.themes.first;
BLI_remlink(&U.themes, btheme);
MEM_freeN(btheme);
BIF_SetTheme(sa); // prevent usage of old theme in calls
addqueue(sa->win, REDRAW, 1);
}
else if(val==B_NAME_THEME) {
bTheme *btheme= U.themes.first;
if(strcmp(btheme->name, "Default")==0) {
strcpy(btheme->name, "New User Theme");
addqueue(sa->win, REDRAW, 1);
}
}
else if(val==B_UPDATE_THEME) {
allqueue(REDRAWALL, 0);
}
else if(val==B_CHANGE_THEME) {
th_curcol= TH_BACK; // backdrop color is always there...
addqueue(sa->win, REDRAW, 1);
}
else if(val==B_THEME_COPY) {
if(th_curcol_ptr) {
th_curcol_arr[0]= th_curcol_ptr[0];
th_curcol_arr[1]= th_curcol_ptr[1];
th_curcol_arr[2]= th_curcol_ptr[2];
th_curcol_arr[3]= th_curcol_ptr[3];
addqueue(sa->win, REDRAW, 1);
}
}
else if(val==B_THEME_PASTE) {
if(th_curcol_ptr) {
th_curcol_ptr[0]= th_curcol_arr[0];
th_curcol_ptr[1]= th_curcol_arr[1];
th_curcol_ptr[2]= th_curcol_arr[2];
th_curcol_ptr[3]= th_curcol_arr[3];
allqueue(REDRAWALL, 0);
}
}
else if(val==B_RECALCLIGHT) {
if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0)
U.light[0].flag= 1;
default_gl_light();
addqueue(sa->win, REDRAW, 1);
allqueue(REDRAWVIEW3D, 0);
}
else do_global_buttons(val);
2002-10-12 11:37:38 +00:00
break;
}
}
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_infospace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceInfo *sinfo;
sinfo= MEM_callocN(sizeof(SpaceInfo), "initinfo");
BLI_addhead(&sa->spacedata, sinfo);
sinfo->spacetype=SPACE_INFO;
2002-10-12 11:37:38 +00:00
}
/* ******************** SPACE: BUTS ********************** */
extern void drawbutspace(ScrArea *sa, void *spacedata); /* buttons.c */
2002-10-12 11:37:38 +00:00
static void changebutspace(ScrArea *sa, void *spacedata)
2002-10-12 11:37:38 +00:00
{
if(G.v2d==0) return;
test_view2d(G.v2d, curarea->winx, curarea->winy);
myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
2002-10-12 11:37:38 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadbutspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
SpaceButs *sbuts= curarea->spacedata.first;
ScrArea *sa2, *sa3d;
int nr, doredraw= 0;
2002-10-12 11:37:38 +00:00
if(val) {
if( uiDoBlocks(&curarea->uiblocks, event)!=UI_NOTHING ) event= 0;
switch(event) {
case UI_BUT_EVENT:
do_butspace(val);
2002-10-12 11:37:38 +00:00
break;
case MIDDLEMOUSE:
2003-01-28 11:14:38 +00:00
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
view2dmove(event); /* in drawipo.c */
2002-10-12 11:37:38 +00:00
break;
case PAGEUPKEY:
event= WHEELUPMOUSE;
view2dmove(event); /* in drawipo.c */
break;
case PAGEDOWNKEY:
event= WHEELDOWNMOUSE;
view2dmove(event); /* in drawipo.c */
break;
case RIGHTMOUSE:
nr= pupmenu("Panel Alignment%t|Horizontal%x1|Vertical%x2|Free %x0");
if (nr>=0) {
sbuts->align= nr;
if(nr) {
uiAlignPanelStep(sa, 1.0);
do_buts_buttons(B_BUTSHOME);
}
}
2003-01-28 11:14:38 +00:00
break;
2002-10-12 11:37:38 +00:00
case PADPLUSKEY:
view2d_zoom(&sbuts->v2d, 0.06f, curarea->winx, curarea->winy);
scrarea_queue_winredraw(curarea);
break;
2002-10-12 11:37:38 +00:00
case PADMINUS:
view2d_zoom(&sbuts->v2d, -0.075f, curarea->winx, curarea->winy);
scrarea_queue_winredraw(curarea);
2002-10-12 11:37:38 +00:00
break;
case RENDERPREVIEW:
BIF_previewrender(sbuts);
break;
case HOMEKEY:
do_buts_buttons(B_BUTSHOME);
break;
/* if only 1 view, also de persp, excluding arrowkeys */
case PAD0: case PAD1: case PAD3:
case PAD5: case PAD7: case PAD9:
case PADENTER: case ZKEY: case PKEY:
sa3d= 0;
sa2= G.curscreen->areabase.first;
while(sa2) {
if(sa2->spacetype==SPACE_VIEW3D) {
2002-10-12 11:37:38 +00:00
if(sa3d) return;
sa3d= sa2;
2002-10-12 11:37:38 +00:00
}
sa2= sa2->next;
2002-10-12 11:37:38 +00:00
}
if(sa3d) {
sa= curarea;
areawinset(sa3d->win);
if(event==PKEY) start_game();
else if(event==ZKEY) toggle_shading();
2002-10-12 11:37:38 +00:00
else persptoetsen(event);
scrarea_queue_winredraw(sa3d);
scrarea_queue_headredraw(sa3d);
areawinset(sa->win);
}
}
}
if(doredraw) scrarea_queue_winredraw(curarea);
}
void set_rects_butspace(SpaceButs *buts)
{
/* buts space goes from (0,0) to (1280, 228) */
2002-10-12 11:37:38 +00:00
buts->v2d.tot.xmin= 0.0f;
buts->v2d.tot.ymin= 0.0f;
buts->v2d.tot.xmax= 1279.0f;
buts->v2d.tot.ymax= 228.0f;
2002-10-12 11:37:38 +00:00
buts->v2d.min[0]= 256.0f;
buts->v2d.min[1]= 42.0f;
2002-10-12 11:37:38 +00:00
buts->v2d.max[0]= 2048.0f;
buts->v2d.max[1]= 450.0f;
2002-10-12 11:37:38 +00:00
buts->v2d.minzoom= 0.5f;
buts->v2d.maxzoom= 1.21f;
2002-10-12 11:37:38 +00:00
buts->v2d.scroll= 0;
buts->v2d.keepaspect= 1;
buts->v2d.keepzoom= 1;
buts->v2d.keeptot= 1;
}
void test_butspace(void)
{
ScrArea *area= curarea;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
int blocksmin= uiBlocksGetYMin(&area->uiblocks)-10.0f;
2002-10-12 11:37:38 +00:00
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
G.buts->v2d.tot.ymin= MIN2(0.0f, blocksmin-10.0f);
2002-10-12 11:37:38 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_butspace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceButs *buts;
buts= MEM_callocN(sizeof(SpaceButs), "initbuts");
BLI_addhead(&sa->spacedata, buts);
buts->spacetype= SPACE_BUTS;
buts->scaflag= BUTS_SENS_LINK|BUTS_SENS_ACT|BUTS_CONT_ACT|BUTS_ACT_ACT|BUTS_ACT_LINK;
/* set_rects only does defaults, so after reading a file the cur has not changed */
2002-10-12 11:37:38 +00:00
set_rects_butspace(buts);
buts->v2d.cur= buts->v2d.tot;
}
void extern_set_butspace(int fkey)
{
ScrArea *sa;
SpaceButs *sbuts;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
/* when a f-key pressed: 'closest' button window is initialized */
2002-10-12 11:37:38 +00:00
if(curarea->spacetype==SPACE_BUTS) sa= curarea;
else {
/* find area */
2002-10-12 11:37:38 +00:00
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_BUTS) break;
sa= sa->next;
}
}
if(sa==0) return;
if(sa!=curarea) areawinset(sa->win);
sbuts= sa->spacedata.first;
if(fkey==F4KEY) {
sbuts->mainb= CONTEXT_LOGIC;
}
else if(fkey==F5KEY) {
sbuts->mainb= CONTEXT_SHADING;
if(OBACT) {
if(OBACT->type==OB_CAMERA)
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_WORLD;
else if(OBACT->type==OB_LAMP)
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_LAMP;
else
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
else sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
else if(fkey==F6KEY) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_TEX;
}
else if(fkey==F7KEY) sbuts->mainb= CONTEXT_OBJECT;
else if(fkey==F8KEY) {
sbuts->mainb= CONTEXT_SHADING;
sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_WORLD;
}
else if(fkey==F9KEY) sbuts->mainb= CONTEXT_EDITING;
else if(fkey==F10KEY) sbuts->mainb= CONTEXT_SCENE;
2002-10-12 11:37:38 +00:00
scrarea_queue_headredraw(sa);
scrarea_queue_winredraw(sa);
BIF_preview_changed(sbuts);
}
/* ******************** SPACE: SEQUENCE ********************** */
/* extern void drawseqspace(ScrArea *sa, void *spacedata); BIF_drawseq.h */
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadseqspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
SpaceSeq *sseq= curarea->spacedata.first;
View2D *v2d= &sseq->v2d;
extern Sequence *last_seq;
float dx, dy;
int doredraw= 0, cfra, first;
short mval[2];
short mousebut = L_MOUSE;
2002-10-12 11:37:38 +00:00
if(curarea->win==0) return;
if(val) {
if( uiDoBlocks(&curarea->uiblocks, event)!=UI_NOTHING ) event= 0;
/* swap mouse buttons based on user preference */
if (U.flag & USER_LMOUSESELECT) {
if (event == LEFTMOUSE) {
event = RIGHTMOUSE;
mousebut = L_MOUSE;
} else if (event == RIGHTMOUSE) {
event = LEFTMOUSE;
mousebut = R_MOUSE;
}
}
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switch(event) {
case UI_BUT_EVENT:
do_seqbuttons(val);
break;
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case LEFTMOUSE:
2003-01-28 12:14:47 +00:00
if(sseq->mainb || view2dmove(event)==0) {
2002-10-12 11:37:38 +00:00
first= 1;
set_special_seq_update(1);
do {
getmouseco_areawin(mval);
areamouseco_to_ipoco(v2d, mval, &dx, &dy);
cfra= (int)dx;
if(cfra< 1) cfra= 1;
/* else if(cfra> EFRA) cfra= EFRA; */
if( cfra!=CFRA || first ) {
first= 0;
CFRA= cfra;
force_draw(0);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
update_for_newframe(); /* for audio scrubbing */
2002-10-12 11:37:38 +00:00
}
else PIL_sleep_ms(30);
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} while(get_mbut() & mousebut);
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set_special_seq_update(0);
update_for_newframe();
}
break;
case MIDDLEMOUSE:
2003-01-28 11:14:38 +00:00
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
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if(sseq->mainb) break;
2003-01-28 12:14:47 +00:00
view2dmove(event); /* in drawipo.c */
2002-10-12 11:37:38 +00:00
break;
case RIGHTMOUSE:
if(sseq->mainb) break;
mouse_select_seq();
break;
case PADPLUSKEY:
if(sseq->mainb) {
sseq->zoom++;
if(sseq->zoom>8) sseq->zoom= 8;
}
else {
if((G.qual==0)) {
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
dx= 0.1154f*(v2d->cur.xmax-v2d->cur.xmin);
2002-10-12 11:37:38 +00:00
v2d->cur.xmin+= dx;
v2d->cur.xmax-= dx;
test_view2d(G.v2d, curarea->winx, curarea->winy);
}
else if((G.qual==LR_SHIFTKEY)) {
insert_gap(25, CFRA);
BIF_undo_push("Insert gaps Sequencer");
allqueue(REDRAWSEQ, 0);
}
else if(G.qual==LR_ALTKEY) {
insert_gap(250, CFRA);
BIF_undo_push("Insert gaps Sequencer");
allqueue(REDRAWSEQ, 0);
}
2002-10-12 11:37:38 +00:00
}
doredraw= 1;
break;
case PADMINUS:
if(sseq->mainb) {
sseq->zoom--;
if(sseq->zoom<1) sseq->zoom= 1;
}
else {
if((G.qual==LR_SHIFTKEY))
no_gaps();
else if((G.qual==0)) {
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
dx= 0.15f*(v2d->cur.xmax-v2d->cur.xmin);
2002-10-12 11:37:38 +00:00
v2d->cur.xmin-= dx;
v2d->cur.xmax+= dx;
test_view2d(G.v2d, curarea->winx, curarea->winy);
}
}
doredraw= 1;
break;
case HOMEKEY:
if((G.qual==0))
do_seq_buttons(B_SEQHOME);
2002-10-12 11:37:38 +00:00
break;
case PADPERIOD:
if(last_seq) {
CFRA= last_seq->startdisp;
v2d->cur.xmin= last_seq->startdisp- (last_seq->len/20);
v2d->cur.xmax= last_seq->enddisp+ (last_seq->len/20);
update_for_newframe();
}
break;
case AKEY:
if(sseq->mainb) break;
if((G.qual==LR_SHIFTKEY)) {
add_sequence(-1);
2002-10-12 11:37:38 +00:00
}
else if((G.qual==0))
swap_select_seq();
2002-10-12 11:37:38 +00:00
break;
case BKEY:
if(sseq->mainb) break;
if((G.qual==0))
borderselect_seq();
2002-10-12 11:37:38 +00:00
break;
case CKEY:
if((G.qual==0)) {
if(last_seq && (last_seq->flag & (SEQ_LEFTSEL+SEQ_RIGHTSEL))) {
if(last_seq->flag & SEQ_LEFTSEL) CFRA= last_seq->startdisp;
else CFRA= last_seq->enddisp-1;
dx= CFRA-(v2d->cur.xmax+v2d->cur.xmin)/2;
v2d->cur.xmax+= dx;
v2d->cur.xmin+= dx;
update_for_newframe();
}
else
change_sequence();
2002-10-12 11:37:38 +00:00
}
break;
case DKEY:
if(sseq->mainb) break;
if((G.qual==LR_SHIFTKEY)) add_duplicate_seq();
2002-10-12 11:37:38 +00:00
break;
case EKEY:
break;
case FKEY:
if((G.qual==0))
set_filter_seq();
2002-10-12 11:37:38 +00:00
break;
case GKEY:
if(sseq->mainb) break;
if((G.qual==0))
transform_seq('g', 0);
2002-10-12 11:37:38 +00:00
break;
case MKEY:
if(G.qual==LR_ALTKEY)
un_meta();
else if((G.qual==0)){
if ((last_seq) && (last_seq->type == SEQ_SOUND))
{
last_seq->flag ^= SEQ_MUTE;
doredraw = 1;
}
else
make_meta();
}
2002-10-12 11:37:38 +00:00
break;
case NKEY:
if(G.qual==0) {
toggle_blockhandler(curarea, SEQ_HANDLER_PROPERTIES, UI_PNL_TO_MOUSE);
scrarea_queue_winredraw(curarea);
}
break;
2002-10-12 11:37:38 +00:00
case SKEY:
if((G.qual==LR_SHIFTKEY))
seq_snap_menu();
2002-10-12 11:37:38 +00:00
break;
case TKEY:
if((G.qual==0))
touch_seq_files();
2002-10-12 11:37:38 +00:00
break;
case XKEY:
case DELKEY:
if(G.qual==0) {
if(sseq->mainb) break;
if((G.qual==0))
del_seq();
}
2002-10-12 11:37:38 +00:00
break;
}
}
if(doredraw) scrarea_queue_winredraw(curarea);
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_seqspace(ScrArea *sa)
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{
SpaceSeq *sseq;
sseq= MEM_callocN(sizeof(SpaceSeq), "initseqspace");
BLI_addhead(&sa->spacedata, sseq);
sseq->spacetype= SPACE_SEQ;
sseq->zoom= 1;
sseq->blockscale= 0.7;
2002-10-12 11:37:38 +00:00
/* seq space goes from (0,8) to (250, 0) */
2002-10-12 11:37:38 +00:00
sseq->v2d.tot.xmin= 0.0;
sseq->v2d.tot.ymin= 0.0;
sseq->v2d.tot.xmax= 250.0;
sseq->v2d.tot.ymax= 8.0;
sseq->v2d.cur= sseq->v2d.tot;
sseq->v2d.min[0]= 10.0;
sseq->v2d.min[1]= 4.0;
sseq->v2d.max[0]= 32000.0;
sseq->v2d.max[1]= MAXSEQ;
sseq->v2d.minzoom= 0.1f;
2002-10-12 11:37:38 +00:00
sseq->v2d.maxzoom= 10.0;
sseq->v2d.scroll= L_SCROLL+B_SCROLL;
sseq->v2d.keepaspect= 0;
sseq->v2d.keepzoom= 0;
sseq->v2d.keeptot= 0;
}
/* ******************** SPACE: ACTION ********************** */
extern void drawactionspace(ScrArea *sa, void *spacedata);
extern void winqreadactionspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
2002-10-12 11:37:38 +00:00
static void changeactionspace(ScrArea *sa, void *spacedata)
{
if(G.v2d==0) return;
/* this sets the sub-areas correct, for scrollbars */
test_view2d(G.v2d, curarea->winx, curarea->winy);
/* action space uses weird matrices... local calculated in a function */
// myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_actionspace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceAction *saction;
saction= MEM_callocN(sizeof(SpaceAction), "initactionspace");
BLI_addhead(&sa->spacedata, saction);
saction->spacetype= SPACE_ACTION;
saction->blockscale= 0.7;
2002-10-12 11:37:38 +00:00
saction->v2d.tot.xmin= 1.0;
saction->v2d.tot.ymin= 0.0;
saction->v2d.tot.xmax= 1000.0;
saction->v2d.tot.ymax= 1000.0;
saction->v2d.cur.xmin= -5.0;
saction->v2d.cur.ymin= 0.0;
saction->v2d.cur.xmax= 65.0;
saction->v2d.cur.ymax= 1000.0;
saction->v2d.min[0]= 0.0;
saction->v2d.min[1]= 0.0;
saction->v2d.max[0]= 32000.0;
2002-10-12 11:37:38 +00:00
saction->v2d.max[1]= 1000.0;
saction->v2d.minzoom= 0.01;
saction->v2d.maxzoom= 50;
2002-10-12 11:37:38 +00:00
saction->v2d.scroll= R_SCROLL+B_SCROLL;
saction->v2d.keepaspect= 0;
saction->v2d.keepzoom= V2D_LOCKZOOM_Y;
saction->v2d.keeptot= 0;
}
static void free_actionspace(SpaceAction *saction)
2002-10-12 11:37:38 +00:00
{
/* don't free saction itself */
/* __PINFAKE */
/* if (saction->flag & SACTION_PIN)
if (saction->action)
saction->action->id.us --;
*/ /* end PINFAKE */
}
/* ******************** SPACE: FILE ********************** */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_filespace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceFile *sfile;
sfile= MEM_callocN(sizeof(SpaceFile), "initfilespace");
BLI_addhead(&sa->spacedata, sfile);
sfile->dir[0]= '/';
sfile->type= FILE_UNIX;
sfile->blockscale= 0.7;
2002-10-12 11:37:38 +00:00
sfile->spacetype= SPACE_FILE;
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_imaselspace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceImaSel *simasel;
simasel= MEM_callocN(sizeof(SpaceImaSel), "initimaselspace");
BLI_addhead(&sa->spacedata, simasel);
simasel->spacetype= SPACE_IMASEL;
simasel->blockscale= 0.7;
2002-10-12 11:37:38 +00:00
simasel->mode = 7;
strcpy (simasel->dir, U.textudir); /* TON */
strcpy (simasel->file, "");
strcpy(simasel->fole, simasel->file);
strcpy(simasel->dor, simasel->dir);
simasel->first_sel_ima = 0;
simasel->hilite_ima = 0;
simasel->firstdir = 0;
simasel->firstfile = 0;
simasel->cmap = 0;
simasel->returnfunc = 0;
simasel->title[0] = 0;
clear_ima_dir(simasel);
// simasel->cmap= IMB_loadiffmem((int*)datatoc_cmap_tga, IB_rect|IB_cmap);
simasel->cmap= IMB_ibImageFromMemory((int *)datatoc_cmap_tga, datatoc_cmap_tga_size, IB_rect|IB_cmap);
if (!simasel->cmap) {
error("in console");
printf("Image select cmap file not found \n");
}
}
/* ******************** SPACE: SOUND ********************** */
extern void drawsoundspace(ScrArea *sa, void *spacedata);
extern void winqreadsoundspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_soundspace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceSound *ssound;
ssound= MEM_callocN(sizeof(SpaceSound), "initsoundspace");
BLI_addhead(&sa->spacedata, ssound);
ssound->spacetype= SPACE_SOUND;
ssound->blockscale= 0.7;
/* sound space goes from (0,8) to (250, 0) */
2002-10-12 11:37:38 +00:00
ssound->v2d.tot.xmin= -4.0;
ssound->v2d.tot.ymin= -4.0;
ssound->v2d.tot.xmax= 250.0;
ssound->v2d.tot.ymax= 255.0;
ssound->v2d.cur.xmin= -4.0;
ssound->v2d.cur.ymin= -4.0;
ssound->v2d.cur.xmax= 50.0;
ssound->v2d.cur.ymax= 255.0;
ssound->v2d.min[0]= 1.0;
ssound->v2d.min[1]= 259.0;
ssound->v2d.max[0]= 32000.0;
ssound->v2d.max[1]= 259;
ssound->v2d.minzoom= 0.1f;
2002-10-12 11:37:38 +00:00
ssound->v2d.maxzoom= 10.0;
ssound->v2d.scroll= B_SCROLL;
ssound->v2d.keepaspect= 0;
ssound->v2d.keepzoom= 0;
ssound->v2d.keeptot= 0;
}
void free_soundspace(SpaceSound *ssound)
{
/* don't free ssound itself */
}
/* ******************** SPACE: IMAGE ********************** */
/* extern void drawimagespace(ScrArea *sa, void *spacedata); BIF_drawimage.h */
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadimagespace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
SpaceImage *sima= curarea->spacedata.first;
View2D *v2d= &sima->v2d;
#ifdef NAN_TPT
IMG_BrushPtr brush;
IMG_CanvasPtr canvas;
int rowBytes;
short xy_prev[2], xy_curr[2];
float uv_prev[2], uv_curr[2];
extern VPaint Gvp;
#endif /* NAN_TPT */
short mousebut = L_MOUSE;
2002-10-12 11:37:38 +00:00
if(val==0) return;
if(uiDoBlocks(&curarea->uiblocks, event)!=UI_NOTHING ) event= 0;
2002-10-12 11:37:38 +00:00
/* swap mouse buttons based on user preference */
if (U.flag & USER_LMOUSESELECT) {
if (event == LEFTMOUSE) {
event = RIGHTMOUSE;
mousebut = R_MOUSE;
} else if (event == RIGHTMOUSE) {
event = LEFTMOUSE;
mousebut = L_MOUSE;
}
}
2002-10-12 11:37:38 +00:00
if (sima->flag & SI_DRAWTOOL) {
#ifdef NAN_TPT
/* Draw tool is active */
switch(event) {
case LEFTMOUSE:
/* Paranoia checks */
if (!sima) break;
if (!sima->image) break;
if (!sima->image->ibuf) break;
if (sima->image->packedfile) {
error("Painting in packed images not supported");
break;
}
brush = IMG_BrushCreate(Gvp.size, Gvp.size, Gvp.r, Gvp.g, Gvp.b, Gvp.a);
/* skipx is not set most of the times. Make a guess. */
2002-10-12 11:37:38 +00:00
rowBytes = sima->image->ibuf->skipx ? sima->image->ibuf->skipx : sima->image->ibuf->x * 4;
canvas = IMG_CanvasCreateFromPtr(sima->image->ibuf->rect, sima->image->ibuf->x, sima->image->ibuf->y, rowBytes);
getmouseco_areawin(xy_prev);
while (get_mbut() & mousebut) {
2002-10-12 11:37:38 +00:00
getmouseco_areawin(xy_curr);
/* Check if mouse position changed */
if ((xy_prev[0] != xy_curr[0]) || (xy_prev[1] != xy_curr[1])) {
/* Convert mouse coordinates to u,v and draw */
areamouseco_to_ipoco(v2d, xy_prev, &uv_prev[0], &uv_prev[1]);
areamouseco_to_ipoco(v2d, xy_curr, &uv_curr[0], &uv_curr[1]);
IMG_CanvasDrawLineUV(canvas, brush, uv_prev[0], uv_prev[1], uv_curr[0], uv_curr[1]);
if (G.sima->lock) {
/* Make OpenGL aware of a changed texture */
free_realtime_image(sima->image);
/* Redraw this view and the 3D view */
force_draw_plus(SPACE_VIEW3D, 0);
2002-10-12 11:37:38 +00:00
}
else {
/* Redraw only this view */
force_draw(0);
2002-10-12 11:37:38 +00:00
}
xy_prev[0] = xy_curr[0];
xy_prev[1] = xy_curr[1];
}
}
/* Set the dirty bit in the image so that it is clear that it has been modified. */
sima->image->ibuf->userflags |= IB_BITMAPDIRTY;
if (!G.sima->lock) {
/* Make OpenGL aware of a changed texture */
free_realtime_image(sima->image);
/* Redraw this view and the 3D view */
force_draw_plus(SPACE_VIEW3D, 1);
2002-10-12 11:37:38 +00:00
}
IMG_BrushDispose(brush);
IMG_CanvasDispose(canvas);
allqueue(REDRAWHEADERS, 0);
break;
case RIGHTMOUSE:
sample_vpaint();
break;
2002-10-12 11:37:38 +00:00
}
#endif /* NAN_TPT */
}
else {
/* Draw tool is inactive */
2002-10-12 11:37:38 +00:00
switch(event) {
case LEFTMOUSE:
if(G.qual & LR_SHIFTKEY) mouseco_to_curtile();
else gesture();
break;
case RIGHTMOUSE:
if(G.f & G_FACESELECT)
mouse_select_sima();
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT))
sample_vpaint();
2002-10-12 11:37:38 +00:00
break;
case AKEY:
if((G.qual==0))
select_swap_tface_uv();
2002-10-12 11:37:38 +00:00
break;
case BKEY:
if((G.qual==0))
borderselect_sima();
2002-10-12 11:37:38 +00:00
break;
case CKEY:
if(G.qual==LR_CTRLKEY)
toggle_uv_select('s');
else if(G.qual==LR_SHIFTKEY)
toggle_uv_select('l');
else if(G.qual==LR_ALTKEY)
toggle_uv_select('o');
else
toggle_uv_select('f');
break;
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
case EKEY :
if(okee("LSCM Unwrap"))
unwrap_lscm();
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
break;
2002-10-12 11:37:38 +00:00
case GKEY:
if((G.qual==0))
transform_tface_uv('g', 0);
2002-10-12 11:37:38 +00:00
break;
case HKEY:
if(G.qual==LR_ALTKEY)
reveal_tface_uv();
else if((G.qual==LR_SHIFTKEY))
hide_tface_uv(1);
else if((G.qual==0))
hide_tface_uv(0);
break;
case LKEY:
if(G.qual==0)
select_linked_tface_uv(0);
else if(G.qual==LR_SHIFTKEY)
select_linked_tface_uv(1);
else if(G.qual==LR_CTRLKEY)
select_linked_tface_uv(2);
else if(G.qual==LR_ALTKEY)
unlink_selection();
break;
case MKEY:
if((G.qual==0))
mirrormenu_tface_uv();
break;
2002-10-12 11:37:38 +00:00
case NKEY:
if(G.qual==LR_CTRLKEY)
replace_names_but();
2002-10-12 11:37:38 +00:00
break;
case OKEY:
if (G.qual==LR_SHIFTKEY) {
G.scene->prop_mode= !G.scene->prop_mode;
}
else if((G.qual==0)) {
G.scene->proportional= !G.scene->proportional;
}
break;
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
case PKEY:
if(G.qual==LR_ALTKEY)
pin_tface_uv(0);
else
pin_tface_uv(1);
break;
2002-10-12 11:37:38 +00:00
case RKEY:
if((G.qual==0))
transform_tface_uv('r', 0);
2002-10-12 11:37:38 +00:00
break;
case SKEY:
if((G.qual==0))
transform_tface_uv('s', 0);
2002-10-12 11:37:38 +00:00
break;
case VKEY:
if((G.qual==0))
stitch_uv_tface(0);
else if(G.qual==LR_SHIFTKEY)
stitch_uv_tface(1);
break;
case WKEY:
weld_align_menu_tface_uv();
break;
case PADPERIOD:
if(G.qual==0)
image_viewcentre();
break;
2002-10-12 11:37:38 +00:00
}
}
2002-10-12 11:37:38 +00:00
/* least intrusive nonumpad hack, only for plus/minus */
if (U.flag & USER_NONUMPAD) {
event= convert_for_nonumpad(event);
}
2002-10-12 11:37:38 +00:00
/* Events handled always (whether the draw tool is active or not) */
switch (event) {
case UI_BUT_EVENT:
do_imagebuts(val); // drawimage.c
break;
case MIDDLEMOUSE:
if((G.qual==LR_CTRLKEY) || ((U.flag & USER_TWOBUTTONMOUSE) && (G.qual==(LR_ALTKEY|LR_CTRLKEY))))
image_viewmove(1);
else
image_viewmove(0);
break;
case WHEELUPMOUSE: case WHEELDOWNMOUSE: case PADPLUSKEY: case PADMINUS:
image_viewzoom(event, 0);
scrarea_queue_winredraw(curarea);
break;
case HOMEKEY:
if((G.qual==0))
image_home();
break;
case NKEY:
if(G.qual==0) {
toggle_blockhandler(curarea, IMAGE_HANDLER_PROPERTIES, UI_PNL_TO_MOUSE);
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(curarea);
}
break;
2002-10-12 11:37:38 +00:00
}
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_imagespace(ScrArea *sa)
2002-10-12 11:37:38 +00:00
{
SpaceImage *sima;
sima= MEM_callocN(sizeof(SpaceImage), "initimaspace");
BLI_addhead(&sa->spacedata, sima);
sima->spacetype= SPACE_IMAGE;
sima->zoom= 1;
sima->blockscale= 0.7;
2002-10-12 11:37:38 +00:00
}
/* ******************** SPACE: IMASEL ********************** */
extern void drawimaselspace(ScrArea *sa, void *spacedata);
extern void winqreadimaselspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
2002-10-12 11:37:38 +00:00
/* everything to imasel.c */
2002-10-12 11:37:38 +00:00
/* ******************** SPACE: OOPS ********************** */
extern void drawoopsspace(ScrArea *sa, void *spacedata);
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void winqreadoopsspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
2002-10-12 11:37:38 +00:00
{
unsigned short event= evt->event;
short val= evt->val;
2002-10-12 11:37:38 +00:00
SpaceOops *soops= curarea->spacedata.first;
View2D *v2d= &soops->v2d;
float dx, dy;
if(val==0) return;
if( uiDoBlocks(&sa->uiblocks, event)!=UI_NOTHING ) event= 0;
2002-10-12 11:37:38 +00:00
if (U.flag & USER_NONUMPAD) {
event= convert_for_nonumpad(event);
}
2002-10-12 11:37:38 +00:00
/* keep leftmouse select for outliner, regardless of user pref */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(soops->type==SO_OUTLINER) {
switch(event) {
case LEFTMOUSE:
outliner_mouse_event(sa, event);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case MIDDLEMOUSE:
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
view2dmove(event); /* in drawipo.c */
break;
case RIGHTMOUSE:
// outliner_select(sa);
break;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
case AKEY:
outliner_toggle_visible(sa);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case WKEY:
// outliner_operation_menu(sa);
break;
case HOMEKEY:
outliner_show_hierarchy(sa);
break;
case PAGEUPKEY:
outliner_page_up_down(sa, 1);
break;
case PAGEDOWNKEY:
outliner_page_up_down(sa, -1);
break;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
case RETKEY:
case PADENTER:
outliner_mouse_event(sa, event);
break;
case PERIODKEY:
case PADPERIOD:
outliner_show_active(sa);
break;
case PADPLUSKEY:
outliner_one_level(sa, 1);
break;
case PADMINUS:
outliner_one_level(sa, -1);
break;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
}
else {
/* swap mouse buttons based on user preference */
if (U.flag & USER_LMOUSESELECT) {
if (event==LEFTMOUSE) event = RIGHTMOUSE;
else if (event==RIGHTMOUSE) event = LEFTMOUSE;
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
switch(event) {
case LEFTMOUSE:
gesture();
break;
case MIDDLEMOUSE:
case WHEELUPMOUSE:
case WHEELDOWNMOUSE:
view2dmove(event); /* in drawipo.c */
break;
case RIGHTMOUSE:
mouse_select_oops();
break;
case PADPLUSKEY:
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
dx= 0.1154*(v2d->cur.xmax-v2d->cur.xmin);
dy= 0.1154*(v2d->cur.ymax-v2d->cur.ymin);
v2d->cur.xmin+= dx;
v2d->cur.xmax-= dx;
v2d->cur.ymin+= dy;
v2d->cur.ymax-= dy;
test_view2d(G.v2d, curarea->winx, curarea->winy);
scrarea_queue_winredraw(curarea);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case PADMINUS:
dx= 0.15*(v2d->cur.xmax-v2d->cur.xmin);
dy= 0.15*(v2d->cur.ymax-v2d->cur.ymin);
v2d->cur.xmin-= dx;
v2d->cur.xmax+= dx;
v2d->cur.ymin-= dy;
v2d->cur.ymax+= dy;
test_view2d(G.v2d, curarea->winx, curarea->winy);
scrarea_queue_winredraw(curarea);
break;
case HOMEKEY:
if((G.qual==0))
do_oops_buttons(B_OOPSHOME);
break;
case AKEY:
if((G.qual==0)) {
swap_select_all_oops();
scrarea_queue_winredraw(curarea);
2004-01-07 12:26:40 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case BKEY:
if((G.qual==0))
borderselect_oops();
break;
case GKEY:
if((G.qual==0))
transform_oops('g', 0);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case LKEY:
if((G.qual==LR_SHIFTKEY))
select_backlinked_oops();
else if((G.qual==0))
select_linked_oops();
break;
case SKEY:
if((G.qual==LR_ALTKEY)) {
if (okee("Shrink blocks")) {
shrink_oops();
}
} else if((G.qual==LR_SHIFTKEY)) {
if (okee("Shuffle blocks")) {
shuffle_oops();
}
} else if((G.qual==0)) {
transform_oops('s', 0);
2004-01-07 12:26:40 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
break;
case PKEY:
if((G.qual==LR_CTRLKEY)) {
make_parent();
} else if((G.qual==LR_ALTKEY)) {
clear_parent();
}
break;
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
case ONEKEY:
do_layer_buttons(0); break;
case TWOKEY:
do_layer_buttons(1); break;
case THREEKEY:
do_layer_buttons(2); break;
case FOURKEY:
do_layer_buttons(3); break;
case FIVEKEY:
do_layer_buttons(4); break;
case SIXKEY:
do_layer_buttons(5); break;
case SEVENKEY:
do_layer_buttons(6); break;
case EIGHTKEY:
do_layer_buttons(7); break;
case NINEKEY:
do_layer_buttons(8); break;
case ZEROKEY:
do_layer_buttons(9); break;
case MINUSKEY:
do_layer_buttons(10); break;
case EQUALKEY:
do_layer_buttons(11); break;
case ACCENTGRAVEKEY:
do_layer_buttons(-1); break;
}
2002-10-12 11:37:38 +00:00
}
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
void init_v2d_oops(ScrArea *sa, SpaceOops *soops)
2002-10-12 11:37:38 +00:00
{
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
View2D *v2d= &soops->v2d;
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(soops->type==SO_OUTLINER) {
/* outliner space is window size */
calc_scrollrcts(sa, v2d, sa->winx, sa->winy);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
v2d->tot.xmax= 0.0;
v2d->tot.ymax= 0.0;
v2d->tot.xmin= -(v2d->mask.xmax-v2d->mask.xmin);
v2d->tot.ymin= -(v2d->mask.ymax-v2d->mask.ymin);
v2d->cur= v2d->tot;
v2d->min[0]= v2d->tot.xmin;
v2d->min[1]= v2d->tot.ymin;
v2d->max[0]= v2d->tot.xmax;
v2d->max[1]= v2d->tot.ymax;
v2d->minzoom= 1.0;
v2d->maxzoom= 1.0;
v2d->scroll= L_SCROLL;
v2d->keepaspect= 1;
v2d->keepzoom= 1;
v2d->keeptot= 1;
}
else {
v2d->tot.xmin= -28.0;
v2d->tot.xmax= 28.0;
v2d->tot.ymin= -28.0;
v2d->tot.ymax= 28.0;
v2d->cur= v2d->tot;
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
v2d->min[0]= 10.0;
v2d->min[1]= 4.0;
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
v2d->max[0]= 320.0;
v2d->max[1]= 320.0;
v2d->minzoom= 0.01f;
v2d->maxzoom= 2.0;
/* v2d->scroll= L_SCROLL+B_SCROLL; */
v2d->scroll= 0;
v2d->keepaspect= 1;
v2d->keepzoom= 0;
v2d->keeptot= 0;
}
2002-10-12 11:37:38 +00:00
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
static void init_oopsspace(ScrArea *sa, int outliner)
2002-10-12 11:37:38 +00:00
{
SpaceOops *soops;
soops= MEM_callocN(sizeof(SpaceOops), "initoopsspace");
BLI_addhead(&sa->spacedata, soops);
soops->visiflag= OOPS_OB+OOPS_MA+OOPS_ME+OOPS_TE+OOPS_CU+OOPS_IP;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(outliner) soops->type= SO_OUTLINER;
2002-10-12 11:37:38 +00:00
soops->spacetype= SPACE_OOPS;
soops->type= SO_OUTLINER; // default starts new ones in outliner mode
soops->blockscale= 0.7;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
init_v2d_oops(sa, soops);
}
/* ******************** SPACE: NLA ********************** */
static void init_nlaspace(ScrArea *sa)
{
SpaceNla *snla;
snla= MEM_callocN(sizeof(SpaceNla), "initnlaspace");
BLI_addhead(&sa->spacedata, snla);
snla->spacetype= SPACE_NLA;
snla->blockscale= 0.7;
snla->v2d.tot.xmin= 1.0;
snla->v2d.tot.ymin= 0.0;
snla->v2d.tot.xmax= 1000.0;
snla->v2d.tot.ymax= 1000.0;
snla->v2d.cur.xmin= -5.0;
snla->v2d.cur.ymin= 0.0;
snla->v2d.cur.xmax= 65.0;
snla->v2d.cur.ymax= 1000.0;
snla->v2d.min[0]= 0.0;
snla->v2d.min[1]= 0.0;
snla->v2d.max[0]= 1000.0;
snla->v2d.max[1]= 1000.0;
snla->v2d.minzoom= 0.1F;
snla->v2d.maxzoom= 50;
snla->v2d.scroll= R_SCROLL+B_SCROLL;
snla->v2d.keepaspect= 0;
snla->v2d.keepzoom= V2D_LOCKZOOM_Y;
snla->v2d.keeptot= 0;
snla->lock = 0;
2002-10-12 11:37:38 +00:00
}
/* ******************** SPACE: Text ********************** */
extern void drawtextspace(ScrArea *sa, void *spacedata);
extern void winqreadtextspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
2002-10-12 11:37:38 +00:00
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
static void init_textspace(ScrArea *sa)
{
SpaceText *st;
st= MEM_callocN(sizeof(SpaceText), "inittextspace");
BLI_addhead(&sa->spacedata, st);
st->spacetype= SPACE_TEXT;
st->blockscale= 0.7;
st->text= NULL;
st->flags= 0;
st->font_id= 5;
st->lheight= 12;
st->showlinenrs= 0;
st->tabnumber = 4;
st->currtab_set = 0;
st->top= 0;
}
/* ******************** SPACE: Script ********************** */
extern void drawscriptspace(ScrArea *sa, void *spacedata);
extern void winqreadscriptspace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
static void init_scriptspace(ScrArea *sa)
{
SpaceScript *sc;
sc = MEM_callocN(sizeof(SpaceScript), "initscriptspace");
BLI_addhead(&sa->spacedata, sc);
sc->spacetype = SPACE_SCRIPT;
sc->blockscale= 0.7;
sc->script = NULL;
sc->flags = 0;
}
/* ******************** SPACE: Time ********************** */
extern void drawtimespace(ScrArea *sa, void *spacedata);
extern void winqreadtimespace(struct ScrArea *sa, void *spacedata, struct BWinEvent *evt);
static void init_timespace(ScrArea *sa)
{
SpaceTime *stime;
stime= MEM_callocN(sizeof(SpaceTime), "init timespace");
BLI_addhead(&sa->spacedata, stime);
stime->spacetype= SPACE_TIME;
stime->blockscale= 0.7;
stime->redraws= TIME_ALL_3D_WIN|TIME_ALL_ANIM_WIN;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
stime->v2d.tot.xmin= -4.0;
stime->v2d.tot.ymin= 0.0;
stime->v2d.tot.xmax= (float)EFRA + 4.0;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
stime->v2d.tot.ymax= (float)sa->winy;
stime->v2d.cur= stime->v2d.tot;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
stime->v2d.min[0]= 1.0;
stime->v2d.min[1]= (float)sa->winy;
stime->v2d.max[0]= 32000.0;
stime->v2d.max[1]= (float)sa->winy;
stime->v2d.minzoom= 0.1f;
stime->v2d.maxzoom= 10.0;
stime->v2d.scroll= 0;
stime->v2d.keepaspect= 0;
stime->v2d.keepzoom= 0;
stime->v2d.keeptot= 0;
stime->flag |= TIME_DRAWFRAMES;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
}
/* ******************** SPACE: GENERAL ********************** */
2002-10-12 11:37:38 +00:00
void newspace(ScrArea *sa, int type)
{
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
int xtra= type & 256; // hack to enforce outliner with hotkey from toets.c
type &= ~256;
2002-10-12 11:37:38 +00:00
if(type>=0) {
if(sa->spacetype != type) {
SpaceLink *sl;
sa->spacetype= type;
sa->headbutofs= 0;
uiFreeBlocks(&sa->uiblocks);
wich_cursor(sa);
if (sa->headwin) addqueue(sa->headwin, CHANGED, 1);
scrarea_queue_headredraw(sa);
addqueue(sa->win, CHANGED, 1);
scrarea_queue_winredraw(sa);
areawinset(sa->win);
bwin_clear_viewmat(sa->win);
for (sl= sa->spacedata.first; sl; sl= sl->next)
if(sl->spacetype==type)
break;
if (sl) {
BLI_remlink(&sa->spacedata, sl);
BLI_addhead(&sa->spacedata, sl);
} else {
if(type==SPACE_VIEW3D)
initview3d(sa);
else if(type==SPACE_IPO)
initipo(sa);
else if(type==SPACE_INFO)
init_infospace(sa);
else if(type==SPACE_BUTS)
init_butspace(sa);
else if(type==SPACE_FILE)
init_filespace(sa);
else if(type==SPACE_SEQ)
init_seqspace(sa);
else if(type==SPACE_IMAGE)
init_imagespace(sa);
else if(type==SPACE_IMASEL)
init_imaselspace(sa);
else if(type==SPACE_OOPS)
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
init_oopsspace(sa, xtra);
2002-10-12 11:37:38 +00:00
else if(type==SPACE_ACTION)
init_actionspace(sa);
else if(type==SPACE_TEXT)
init_textspace(sa);
else if(type==SPACE_SCRIPT)
init_scriptspace(sa);
2002-10-12 11:37:38 +00:00
else if(type==SPACE_SOUND)
init_soundspace(sa);
else if(type==SPACE_NLA)
init_nlaspace(sa);
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
else if(type==SPACE_TIME)
init_timespace(sa);
2002-10-12 11:37:38 +00:00
sl= sa->spacedata.first;
sl->area= sa;
}
}
}
/* exception: filespace */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(sa->spacetype==SPACE_FILE) {
SpaceFile *sfile= sa->spacedata.first;
2002-10-12 11:37:38 +00:00
if(sfile->type==FILE_MAIN) {
freefilelist(sfile);
} else {
sfile->type= FILE_UNIX;
}
sfile->returnfunc= 0;
sfile->title[0]= 0;
if(sfile->filelist) test_flags_file(sfile);
}
/* exception: imasel space */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
else if(sa->spacetype==SPACE_IMASEL) {
SpaceImaSel *simasel= sa->spacedata.first;
2002-10-12 11:37:38 +00:00
simasel->returnfunc= 0;
simasel->title[0]= 0;
}
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
else if(sa->spacetype==SPACE_OOPS) {
SpaceOops *so= sa->spacedata.first;
if(xtra && so->type!=SO_OUTLINER) {
so->type= SO_OUTLINER;
init_v2d_oops(sa, so);
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
2002-10-12 11:37:38 +00:00
}
void freespacelist(ListBase *lb)
{
SpaceLink *sl;
for (sl= lb->first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile*) sl;
if(sfile->libfiledata)
BLO_blendhandle_close(sfile->libfiledata);
if(sfile->filelist)
freefilelist(sfile);
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *buts= (SpaceButs*) sl;
if(buts->rect) MEM_freeN(buts->rect);
if(G.buts==buts) G.buts= 0;
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *si= (SpaceIpo*) sl;
if(si->editipo) MEM_freeN(si->editipo);
free_ipokey(&si->ipokey);
if(G.sipo==si) G.sipo= 0;
}
else if(sl->spacetype==SPACE_VIEW3D) {
View3D *vd= (View3D*) sl;
if(vd->bgpic) {
if(vd->bgpic->rect) MEM_freeN(vd->bgpic->rect);
if(vd->bgpic->ima) vd->bgpic->ima->id.us--;
MEM_freeN(vd->bgpic);
}
if(vd->localvd) MEM_freeN(vd->localvd);
if(G.vd==vd) G.vd= 0;
}
else if(sl->spacetype==SPACE_OOPS) {
free_oopspace((SpaceOops *)sl);
}
else if(sl->spacetype==SPACE_IMASEL) {
free_imasel((SpaceImaSel *)sl);
}
else if(sl->spacetype==SPACE_ACTION) {
free_actionspace((SpaceAction*)sl);
}
else if(sl->spacetype==SPACE_NLA){
/* free_nlaspace((SpaceNla*)sl); */
}
else if(sl->spacetype==SPACE_TEXT) {
free_textspace((SpaceText *)sl);
}
else if(sl->spacetype==SPACE_SCRIPT) {
free_scriptspace((SpaceScript *)sl);
}
2002-10-12 11:37:38 +00:00
else if(sl->spacetype==SPACE_SOUND) {
free_soundspace((SpaceSound *)sl);
}
}
BLI_freelistN(lb);
}
void duplicatespacelist(ScrArea *newarea, ListBase *lb1, ListBase *lb2)
{
SpaceLink *sl;
duplicatelist(lb1, lb2);
/* lb1 is kopie from lb2, from lb2 we free the file list */
2002-10-12 11:37:38 +00:00
sl= lb2->first;
while(sl) {
if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile*) sl;
sfile->libfiledata= 0;
sfile->filelist= 0;
}
else if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
so->oops.first= so->oops.last= NULL;
so->tree.first= so->tree.last= NULL;
so->treestore= NULL;
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_IMASEL) {
check_imasel_copy((SpaceImaSel *) sl);
}
else if(sl->spacetype==SPACE_TEXT) {
}
/* __PINFAKE */
/* else if(sfile->spacetype==SPACE_ACTION) {
SpaceAction *sa= (SpaceAction *)sfile;
if (sa->flag & SACTION_PIN)
if (sa->action)
sa->action->id.us++;
}
*/ /* end PINFAKE */
sl= sl->next;
}
sl= lb1->first;
while(sl) {
sl->area= newarea;
if(sl->spacetype==SPACE_BUTS) {
SpaceButs *buts= (SpaceButs *)sl;
buts->rect= 0;
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *si= (SpaceIpo *)sl;
si->editipo= 0;
si->ipokey.first= si->ipokey.last= 0;
}
else if(sl->spacetype==SPACE_VIEW3D) {
View3D *vd= (View3D *)sl;
if(vd->bgpic) {
vd->bgpic= MEM_dupallocN(vd->bgpic);
vd->bgpic->rect= 0;
if(vd->bgpic->ima) vd->bgpic->ima->id.us++;
}
}
sl= sl->next;
}
/* again: from old View3D restore localview (because full) */
2002-10-12 11:37:38 +00:00
sl= lb2->first;
while(sl) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if(v3d->localvd) {
restore_localviewdata(v3d);
v3d->localvd= 0;
v3d->localview= 0;
v3d->lay &= 0xFFFFFF;
}
}
sl= sl->next;
}
}
/* is called everywhere in blender */
2002-10-12 11:37:38 +00:00
void allqueue(unsigned short event, short val)
{
ScrArea *sa;
View3D *v3d;
SpaceButs *buts;
SpaceFile *sfile;
sa= G.curscreen->areabase.first;
while(sa) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
2002-10-12 11:37:38 +00:00
if(event==REDRAWALL) {
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
else if(sa->win != val) {
switch(event) {
case REDRAWHEADERS:
scrarea_queue_headredraw(sa);
break;
case REDRAWVIEW3D:
if(sa->spacetype==SPACE_VIEW3D) {
scrarea_queue_winredraw(sa);
if(val) scrarea_queue_headredraw(sa);
}
break;
case REDRAWVIEW3D_Z:
if(sa->spacetype==SPACE_VIEW3D) {
v3d= sa->spacedata.first;
if(v3d->drawtype==OB_SOLID) {
scrarea_queue_winredraw(sa);
if(val) scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWVIEWCAM:
if(sa->spacetype==SPACE_VIEW3D) {
v3d= sa->spacedata.first;
if(v3d->persp>1) scrarea_queue_winredraw(sa);
}
break;
case REDRAWINFO:
if(sa->spacetype==SPACE_INFO) {
scrarea_queue_winredraw(sa);
2002-10-12 11:37:38 +00:00
scrarea_queue_headredraw(sa);
}
break;
case REDRAWIMAGE:
if(sa->spacetype==SPACE_IMAGE) {
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
break;
case REDRAWIPO:
if(sa->spacetype==SPACE_IPO) {
SpaceIpo *si;
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
if(val) {
si= sa->spacedata.first;
if (si->pin==0)
2002-10-12 11:37:38 +00:00
si->blocktype= val;
}
}
else if(sa->spacetype==SPACE_OOPS) {
scrarea_queue_winredraw(sa);
}
break;
case REDRAWBUTSALL:
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
break;
case REDRAWBUTSHEAD:
if(sa->spacetype==SPACE_BUTS) {
scrarea_queue_headredraw(sa);
}
break;
case REDRAWBUTSSCENE:
2002-10-12 11:37:38 +00:00
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_SCENE) {
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWBUTSOBJECT:
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if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_OBJECT) {
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWBUTSSHADING:
2002-10-12 11:37:38 +00:00
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_SHADING) {
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWBUTSEDIT:
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_EDITING) {
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWBUTSSCRIPT:
if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_SCRIPT) {
buts->re_align= 1;
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
case REDRAWBUTSLOGIC:
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if(sa->spacetype==SPACE_BUTS) {
buts= sa->spacedata.first;
if(buts->mainb==CONTEXT_LOGIC) {
2002-10-12 11:37:38 +00:00
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
}
break;
2002-10-12 11:37:38 +00:00
case REDRAWDATASELECT:
if(sa->spacetype==SPACE_FILE) {
sfile= sa->spacedata.first;
if(sfile->type==FILE_MAIN) {
freefilelist(sfile);
scrarea_queue_winredraw(sa);
}
}
else if(sa->spacetype==SPACE_OOPS) {
scrarea_queue_winredraw(sa);
}
break;
case REDRAWSEQ:
if(sa->spacetype==SPACE_SEQ) {
addqueue(sa->win, CHANGED, 1);
scrarea_queue_winredraw(sa);
scrarea_queue_headredraw(sa);
}
break;
case REDRAWOOPS:
if(sa->spacetype==SPACE_OOPS) {
scrarea_queue_winredraw(sa);
}
break;
case REDRAWNLA:
if(sa->spacetype==SPACE_NLA) {
scrarea_queue_headredraw(sa);
scrarea_queue_winredraw(sa);
}
case REDRAWACTION:
if(sa->spacetype==SPACE_ACTION) {
scrarea_queue_headredraw(sa);
scrarea_queue_winredraw(sa);
}
break;
case REDRAWTEXT:
if(sa->spacetype==SPACE_TEXT) {
scrarea_queue_winredraw(sa);
}
break;
case REDRAWSCRIPT:
if (sa->spacetype==SPACE_SCRIPT) {
scrarea_queue_winredraw(sa);
}
break;
2002-10-12 11:37:38 +00:00
case REDRAWSOUND:
if(sa->spacetype==SPACE_SOUND) {
scrarea_queue_headredraw(sa);
scrarea_queue_winredraw(sa);
}
break;
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
case REDRAWTIME:
if(sa->spacetype==SPACE_TIME) {
scrarea_queue_headredraw(sa);
scrarea_queue_winredraw(sa);
}
break;
case REDRAWANIM:
if ELEM6(sa->spacetype, SPACE_IPO, SPACE_SOUND, SPACE_TIME, SPACE_NLA, SPACE_ACTION, SPACE_SEQ) {
scrarea_queue_winredraw(sa);
if(val) scrarea_queue_headredraw(sa);
}
2002-10-12 11:37:38 +00:00
}
}
sa= sa->next;
}
}
void allspace(unsigned short event, short val)
{
bScreen *sc;
sc= G.main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
switch(event) {
case REMAKEIPO:
if(sl->spacetype==SPACE_IPO) {
SpaceIpo *si= (SpaceIpo *)sl;
{
if(si->editipo) MEM_freeN(si->editipo);
si->editipo= 0;
free_ipokey(&si->ipokey);
}
}
break;
case OOPS_TEST:
if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
so->flag |= SO_TESTBLOCKS;
}
break;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
/* if header==1, then draw header for curarea too. Excepption for headerprint()... */
void force_draw(int header)
2002-10-12 11:37:38 +00:00
{
/* draws all areas that show something identical to curarea */
extern int afterqtest(short win, unsigned short evt); //editscreen.c
2002-10-12 11:37:38 +00:00
ScrArea *tempsa, *sa;
scrarea_do_windraw(curarea);
if(header) scrarea_do_headdraw(curarea);
2002-10-12 11:37:38 +00:00
tempsa= curarea;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa!=tempsa && sa->spacetype==tempsa->spacetype) {
if(sa->spacetype==SPACE_VIEW3D) {
if( ((View3D *)sa->spacedata.first)->lay & ((View3D *)tempsa->spacedata.first)->lay) {
areawinset(sa->win);
scrarea_do_windraw(sa);
scrarea_do_headdraw(sa);
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}
}
else {
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areawinset(sa->win);
scrarea_do_windraw(sa);
scrarea_do_headdraw(sa);
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}
}
sa= sa->next;
}
screen_swapbuffers();
#ifndef __APPLE__
/* de the afterqueuetest for backbuf draw */
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->spacetype==SPACE_VIEW3D) {
if(afterqtest(sa->win, BACKBUFDRAW)) {
areawinset(sa->win);
backdrawview3d(0);
}
}
sa= sa->next;
}
#endif
if(curarea!=tempsa) areawinset(tempsa->win);
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}
/* if header==1, then draw header for curarea too. Exception for headerprint()... */
void force_draw_plus(int type, int header)
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{
/* draws all areas that show something like curarea AND areas of 'type' */
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ScrArea *tempsa, *sa;
scrarea_do_windraw(curarea);
if(header) scrarea_do_headdraw(curarea);
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tempsa= curarea;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa!=tempsa && (sa->spacetype==tempsa->spacetype || sa->spacetype==type)) {
if(ELEM5(sa->spacetype, SPACE_VIEW3D, SPACE_IPO, SPACE_SEQ, SPACE_BUTS, SPACE_ACTION)) {
areawinset(sa->win);
scrarea_do_windraw(sa);
scrarea_do_headdraw(sa);
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}
}
sa= sa->next;
}
if(curarea!=tempsa) areawinset(tempsa->win);
screen_swapbuffers();
}
/* if header==1, then draw header for curarea too. Excepption for headerprint()... */
void force_draw_all(int header)
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{
/* redraws all */
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ScrArea *tempsa, *sa;
drawscreen();
tempsa= curarea;
sa= G.curscreen->areabase.first;
while(sa) {
if(sa->headwin) {
scrarea_do_headdraw(sa);
if(sa!=curarea || header) scrarea_do_headchange(sa);
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}
if(sa->win) {
scrarea_do_windraw(sa);
}
sa= sa->next;
}
if(curarea!=tempsa) areawinset(tempsa->win);
screen_swapbuffers();
}
/***/
SpaceType *spaceaction_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Action");
spacetype_set_winfuncs(st, drawactionspace, changeactionspace, winqreadactionspace);
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}
return st;
}
SpaceType *spacebuts_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Buts");
spacetype_set_winfuncs(st, drawbutspace, changebutspace, winqreadbutspace);
}
return st;
}
SpaceType *spacefile_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("File");
spacetype_set_winfuncs(st, drawfilespace, NULL, winqreadfilespace);
}
return st;
}
SpaceType *spaceimage_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Image");
spacetype_set_winfuncs(st, drawimagespace, NULL, winqreadimagespace);
}
return st;
}
SpaceType *spaceimasel_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Imasel");
spacetype_set_winfuncs(st, drawimaselspace, NULL, winqreadimaselspace);
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}
return st;
}
SpaceType *spaceinfo_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Info");
spacetype_set_winfuncs(st, drawinfospace, NULL, winqreadinfospace);
}
return st;
}
SpaceType *spaceipo_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Ipo");
spacetype_set_winfuncs(st, drawipospace, changeview2dspace, winqreadipospace);
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}
return st;
}
SpaceType *spacenla_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Nla");
spacetype_set_winfuncs(st, drawnlaspace, changeview2dspace, winqreadnlaspace);
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}
return st;
}
SpaceType *spaceoops_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Oops");
spacetype_set_winfuncs(st, drawoopsspace, changeview2dspace, winqreadoopsspace);
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}
return st;
}
SpaceType *spaceseq_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Sequence");
spacetype_set_winfuncs(st, drawseqspace, changeview2dspace, winqreadseqspace);
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}
return st;
}
SpaceType *spacesound_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Sound");
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
spacetype_set_winfuncs(st, drawsoundspace, changeview2dspace, winqreadsoundspace);
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}
return st;
}
SpaceType *spacetext_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Text");
spacetype_set_winfuncs(st, drawtextspace, NULL, winqreadtextspace);
}
return st;
}
SpaceType *spacescript_get_type(void)
{
static SpaceType *st = NULL;
if (!st) {
st = spacetype_new("Script");
spacetype_set_winfuncs(st, drawscriptspace, NULL, winqreadscriptspace);
}
return st;
}
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SpaceType *spaceview3d_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("View3D");
spacetype_set_winfuncs(st, drawview3dspace, changeview3dspace, winqreadview3dspace);
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}
return st;
}
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
SpaceType *spacetime_get_type(void)
{
static SpaceType *st= NULL;
if (!st) {
st= spacetype_new("Time");
spacetype_set_winfuncs(st, drawtimespace, NULL, winqreadtimespace);
}
return st;
}