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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 *****
*/
#ifndef INTERFACE_H
#define INTERFACE_H
#include "BIF_resources.h"
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/* general defines */
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#define UI_MAX_DRAW_STR 400
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#define UI_MAX_NAME_STR 64
#define UI_ARRAY 29
/* uiBut->flag */
#define UI_SELECT 1
#define UI_MOUSE_OVER 2
#define UI_ACTIVE 4
#define UI_HAS_ICON 8
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
/* warn: rest of uiBut->flag in BIF_interface.c */
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/* internal panel drawing defines */
#define PNL_GRID 4
#define PNL_DIST 8
#define PNL_SAFETY 8
#define PNL_HEADER 20
/* panel->flag */
#define PNL_SELECT 1
#define PNL_CLOSEDX 2
#define PNL_CLOSEDY 4
#define PNL_CLOSED 6
#define PNL_TABBED 8
#define PNL_OVERLAP 16
/* Button text selection:
* extension direction, selextend, inside ui_do_but_TEX */
#define EXTEND_LEFT 1
#define EXTEND_RIGHT 2
#define SELWIDTH (but->selend - but->selsta)
typedef struct {
short xim, yim;
unsigned int *rect;
short xofs, yofs;
} uiIconImage;
typedef struct {
short mval[2];
short qual, val;
int event;
} uiEvent;
typedef struct {
void *xl, *large, *medium, *small;
} uiFont;
typedef struct uiLinkLine { /* only for draw/edit */
struct uiLinkLine *next, *prev;
short flag, pad;
uiBut *from, *to;
} uiLinkLine;
typedef struct {
void **poin; /* pointer to original pointer */
void ***ppoin; /* pointer to original pointer-array */
short *totlink; /* if pointer-array, here is the total */
short maxlink, pad;
short fromcode, tocode;
ListBase lines;
} uiLink;
struct uiBut {
uiBut *next, *prev;
short type, pointype, bit, bitnr, retval, strwidth, ofs, pos, selsta, selend;
int flag;
char *str;
char strdata[UI_MAX_NAME_STR];
char drawstr[UI_MAX_DRAW_STR];
float x1, y1, x2, y2;
char *poin;
float min, max;
float a1, a2, hsv[3]; // hsv is temp memory for hsv buttons
float aspect;
void (*func)(void *, void *);
void *func_arg1;
void *func_arg2;
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'
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void (*embossfunc)(int , int , float, float, float, float, float, int);
void (*sliderfunc)(int , float, float, float, float, float, float, int);
void (*autocomplete_func)(char *, void *);
void *autofunc_arg;
uiLink *link;
char *tip, *lockstr;
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
int themecol; /* themecolor id */
void *font;
BIFIconID icon;
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
short but_align; /* aligning buttons, horiz/vertical */
short lock, win;
short iconadd, dt;
/* IDPOIN data */
uiIDPoinFuncFP idpoin_func;
ID **idpoin_idpp;
/* BLOCK data */
uiBlockFuncFP block_func;
/* BUTM data */
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
/* pointer back */
uiBlock *block;
};
struct uiBlock {
uiBlock *next, *prev;
ListBase buttons;
Panel *panel;
char name[UI_MAX_NAME_STR];
float winmat[4][4];
float minx, miny, maxx, maxy;
float aspect;
void (*butm_func)(void *arg, int event);
void *butm_func_arg;
void (*func)(void *arg1, void *arg2);
void *func_arg1;
void *func_arg2;
/* extra draw function for custom blocks */
void (*drawextra)();
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
int themecol; /* themecolor id */
short font; /* indices */
int afterval, flag;
void *curfont;
short autofill, win, winq, direction, dt;
short needflush, auto_open, in_use, pad; //flush see below
void *overdraw;
Patch #3365, Toolbox from Tuhopuu Patch prvovided by Guillermo, code was - afaik - from Rob Haarsma. This changes the toolbox (space menu) to have the first level aligned vertically. Works much easier that way, and since the items open either left or right, it doesn't flip order of the contents for it either. To allow people to test (and to compare) it's a user menu setting (in View & Controls, "Plain menus"). I've turned this on by default though, since I propose to not have it a user setting. User setting can be removed later. Fixed two bugs in patch: - if saved in user settings, first time usage of this toolbox opened in wrong location - Button for "plain menus" was writing a short in an int (causing this new menu not to work for big endian systems) As a bonus I've added the long wanted hotkey support for opening and closing sublevels of pulldowns with arrow keys! I didn't add the commenting out of correcting pulldown menu order, which is based on location of the originating button in the UI. This uncommenting didn't solve anything, since button definitions itself can be flipped too. (Example: the data brose menus in top bar need to be corrected). I can imagine the order flipping is sometimes annoying, but it still has reasons to be there; - the most important / most used items are always closest to the mouse. (like opening properties panel, or "Add new" for material. - it follows muscle memory and 'locus of attention' (mouse position). - menus are configured to open to the top for bottom headers, and to the bottom for top headers. We can expect the UI is configured consistantly for headers, so in general the menus will appear consistant as well. Where menu flipping fails is especially for alphabetic listings, like in the menu button of fileselect. However, that one should be configured to open by default to the bottom, so ordering is consistant as well. If people like to check this themselves; uncomment the lines in the top of the function uiBlockFlipOrder() in src/interface.c
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struct uiBlock *parent; // nested pulldowns
Patch #3365, Toolbox from Tuhopuu Patch prvovided by Guillermo, code was - afaik - from Rob Haarsma. This changes the toolbox (space menu) to have the first level aligned vertically. Works much easier that way, and since the items open either left or right, it doesn't flip order of the contents for it either. To allow people to test (and to compare) it's a user menu setting (in View & Controls, "Plain menus"). I've turned this on by default though, since I propose to not have it a user setting. User setting can be removed later. Fixed two bugs in patch: - if saved in user settings, first time usage of this toolbox opened in wrong location - Button for "plain menus" was writing a short in an int (causing this new menu not to work for big endian systems) As a bonus I've added the long wanted hotkey support for opening and closing sublevels of pulldowns with arrow keys! I didn't add the commenting out of correcting pulldown menu order, which is based on location of the originating button in the UI. This uncommenting didn't solve anything, since button definitions itself can be flipped too. (Example: the data brose menus in top bar need to be corrected). I can imagine the order flipping is sometimes annoying, but it still has reasons to be there; - the most important / most used items are always closest to the mouse. (like opening properties panel, or "Add new" for material. - it follows muscle memory and 'locus of attention' (mouse position). - menus are configured to open to the top for bottom headers, and to the bottom for top headers. We can expect the UI is configured consistantly for headers, so in general the menus will appear consistant as well. Where menu flipping fails is especially for alphabetic listings, like in the menu button of fileselect. However, that one should be configured to open by default to the bottom, so ordering is consistant as well. If people like to check this themselves; uncomment the lines in the top of the function uiBlockFlipOrder() in src/interface.c
2005-11-19 15:16:34 +00:00
float xofs, yofs; // offset to parent button
rctf parentrct; // for pulldowns, rect the mouse is allowed outside of menu (parent button)
rctf safety; // pulldowns, to detect outside, can differ per case how it is created
Patch #3365, Toolbox from Tuhopuu Patch prvovided by Guillermo, code was - afaik - from Rob Haarsma. This changes the toolbox (space menu) to have the first level aligned vertically. Works much easier that way, and since the items open either left or right, it doesn't flip order of the contents for it either. To allow people to test (and to compare) it's a user menu setting (in View & Controls, "Plain menus"). I've turned this on by default though, since I propose to not have it a user setting. User setting can be removed later. Fixed two bugs in patch: - if saved in user settings, first time usage of this toolbox opened in wrong location - Button for "plain menus" was writing a short in an int (causing this new menu not to work for big endian systems) As a bonus I've added the long wanted hotkey support for opening and closing sublevels of pulldowns with arrow keys! I didn't add the commenting out of correcting pulldown menu order, which is based on location of the originating button in the UI. This uncommenting didn't solve anything, since button definitions itself can be flipped too. (Example: the data brose menus in top bar need to be corrected). I can imagine the order flipping is sometimes annoying, but it still has reasons to be there; - the most important / most used items are always closest to the mouse. (like opening properties panel, or "Add new" for material. - it follows muscle memory and 'locus of attention' (mouse position). - menus are configured to open to the top for bottom headers, and to the bottom for top headers. We can expect the UI is configured consistantly for headers, so in general the menus will appear consistant as well. Where menu flipping fails is especially for alphabetic listings, like in the menu button of fileselect. However, that one should be configured to open by default to the bottom, so ordering is consistant as well. If people like to check this themselves; uncomment the lines in the top of the function uiBlockFlipOrder() in src/interface.c
2005-11-19 15:16:34 +00:00
rctf flush; // rect to be flushed to frontbuffer
int handler; // for panels in other windows than buttonswin... just event code
};
/* interface.c */
extern void ui_graphics_to_window(int win, float *x, float *y);
extern void ui_window_to_graphics(int win, float *x, float *y);
extern void ui_block_flush_back(uiBlock *block);
extern void ui_block_set_flush(uiBlock *block, uiBut *but);
extern void ui_check_but(uiBut *but);
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
extern double ui_get_but_val(uiBut *but);
extern void ui_get_but_vectorf(uiBut *but, float *vec);
extern void ui_set_but_vectorf(uiBut *but, float *vec);
extern void ui_autofill(uiBlock *block);
/* interface_panel.c */
extern void ui_draw_panel(uiBlock *block);
extern void ui_do_panel(uiBlock *block, uiEvent *uevent);
extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);
extern void gl_round_box_shade(int mode, float minx, float miny, float maxx, float maxy, float rad, float shadetop, float shadedown);
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
/* interface_draw.c */
extern void ui_set_embossfunc(uiBut *but, int drawtype);
extern void ui_draw_but(uiBut *but);
extern void ui_rasterpos_safe(float x, float y, float aspect);
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
extern void ui_draw_tria_icon(float x, float y, float aspect, char dir);
extern void ui_draw_anti_x(float x1, float y1, float x2, float y2);
2002-10-12 11:37:38 +00:00
#endif