Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/**
|
2009-06-23 00:09:26 +00:00
|
|
|
* $Id$
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
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*
|
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|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
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*
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
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|
* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
|
|
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
|
|
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*
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|
* You should have received a copy of the GNU General Public License
|
|
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|
* along with this program; if not, write to the Free Software Foundation,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
*
|
|
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
|
|
* All rights reserved.
|
|
|
|
*
|
2008-12-16 13:19:02 +00:00
|
|
|
* Contributor(s): Blender Foundation 2002-2008, full recode.
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
*
|
|
|
|
* ***** END GPL LICENSE BLOCK *****
|
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|
*/
|
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|
2008-11-14 18:46:57 +00:00
|
|
|
#include <float.h>
|
2010-01-26 17:14:13 +00:00
|
|
|
#include <limits.h>
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
#include <math.h>
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
2009-04-03 23:30:32 +00:00
|
|
|
#include "DNA_scene_types.h"
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
#include "DNA_screen_types.h"
|
|
|
|
#include "DNA_userdef_types.h"
|
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
#include "BLI_math.h"
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
#include "BLI_blenlib.h"
|
|
|
|
#include "BLI_dynstr.h"
|
|
|
|
|
2008-12-18 02:56:48 +00:00
|
|
|
#include "BKE_context.h"
|
2008-12-16 07:32:12 +00:00
|
|
|
#include "BKE_library.h"
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
#include "BKE_unit.h"
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
#include "BIF_gl.h"
|
|
|
|
|
2009-04-10 14:06:24 +00:00
|
|
|
#include "BLF_api.h"
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
#include "UI_interface.h"
|
|
|
|
|
|
|
|
|
|
|
|
#include "WM_api.h"
|
|
|
|
#include "WM_types.h"
|
|
|
|
#include "wm_subwindow.h"
|
|
|
|
#include "wm_window.h"
|
|
|
|
|
|
|
|
#include "RNA_access.h"
|
|
|
|
|
2009-08-10 11:58:53 +00:00
|
|
|
#include "BPY_extern.h"
|
|
|
|
|
2008-12-26 13:11:04 +00:00
|
|
|
#include "interface_intern.h"
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
#define MENU_WIDTH 120
|
|
|
|
#define MENU_ITEM_HEIGHT 20
|
|
|
|
#define MENU_SEP_HEIGHT 6
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/*
|
|
|
|
* a full doc with API notes can be found in bf-blender/blender/doc/interface_API.txt
|
|
|
|
*
|
|
|
|
* uiBlahBlah() external function
|
|
|
|
* ui_blah_blah() internal function
|
|
|
|
*/
|
|
|
|
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
static void ui_free_but(const bContext *C, uiBut *but);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
/* ************* translation ************** */
|
|
|
|
|
|
|
|
int ui_translate_buttons()
|
|
|
|
{
|
|
|
|
return (U.transopts & USER_TR_BUTTONS);
|
|
|
|
}
|
|
|
|
|
|
|
|
int ui_translate_menus()
|
|
|
|
{
|
|
|
|
return (U.transopts & USER_TR_MENUS);
|
|
|
|
}
|
|
|
|
|
|
|
|
int ui_translate_tooltips()
|
|
|
|
{
|
|
|
|
return (U.transopts & USER_TR_TOOLTIPS);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************* window matrix ************** */
|
|
|
|
|
|
|
|
void ui_block_to_window_fl(const ARegion *ar, uiBlock *block, float *x, float *y)
|
|
|
|
{
|
|
|
|
float gx, gy;
|
|
|
|
int sx, sy, getsizex, getsizey;
|
|
|
|
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
getsizex= ar->winrct.xmax-ar->winrct.xmin+1;
|
|
|
|
getsizey= ar->winrct.ymax-ar->winrct.ymin+1;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
sx= ar->winrct.xmin;
|
|
|
|
sy= ar->winrct.ymin;
|
|
|
|
|
|
|
|
gx= *x;
|
|
|
|
gy= *y;
|
2008-12-26 13:11:04 +00:00
|
|
|
|
|
|
|
if(block->panel) {
|
|
|
|
gx += block->panel->ofsx;
|
|
|
|
gy += block->panel->ofsy;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
*x= ((float)sx) + ((float)getsizex)*(0.5+ 0.5*(gx*block->winmat[0][0]+ gy*block->winmat[1][0]+ block->winmat[3][0]));
|
|
|
|
*y= ((float)sy) + ((float)getsizey)*(0.5+ 0.5*(gx*block->winmat[0][1]+ gy*block->winmat[1][1]+ block->winmat[3][1]));
|
|
|
|
}
|
|
|
|
|
|
|
|
void ui_block_to_window(const ARegion *ar, uiBlock *block, int *x, int *y)
|
|
|
|
{
|
|
|
|
float fx, fy;
|
|
|
|
|
|
|
|
fx= *x;
|
|
|
|
fy= *y;
|
|
|
|
|
|
|
|
ui_block_to_window_fl(ar, block, &fx, &fy);
|
|
|
|
|
|
|
|
*x= (int)(fx+0.5f);
|
|
|
|
*y= (int)(fy+0.5f);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ui_block_to_window_rct(const ARegion *ar, uiBlock *block, rctf *graph, rcti *winr)
|
|
|
|
{
|
|
|
|
rctf tmpr;
|
|
|
|
|
|
|
|
tmpr= *graph;
|
|
|
|
ui_block_to_window_fl(ar, block, &tmpr.xmin, &tmpr.ymin);
|
|
|
|
ui_block_to_window_fl(ar, block, &tmpr.xmax, &tmpr.ymax);
|
|
|
|
|
|
|
|
winr->xmin= tmpr.xmin;
|
|
|
|
winr->ymin= tmpr.ymin;
|
|
|
|
winr->xmax= tmpr.xmax;
|
|
|
|
winr->ymax= tmpr.ymax;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ui_window_to_block_fl(const ARegion *ar, uiBlock *block, float *x, float *y) /* for mouse cursor */
|
|
|
|
{
|
|
|
|
float a, b, c, d, e, f, px, py;
|
|
|
|
int sx, sy, getsizex, getsizey;
|
|
|
|
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
getsizex= ar->winrct.xmax-ar->winrct.xmin+1;
|
|
|
|
getsizey= ar->winrct.ymax-ar->winrct.ymin+1;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
sx= ar->winrct.xmin;
|
|
|
|
sy= ar->winrct.ymin;
|
|
|
|
|
|
|
|
a= .5*((float)getsizex)*block->winmat[0][0];
|
|
|
|
b= .5*((float)getsizex)*block->winmat[1][0];
|
|
|
|
c= .5*((float)getsizex)*(1.0+block->winmat[3][0]);
|
|
|
|
|
|
|
|
d= .5*((float)getsizey)*block->winmat[0][1];
|
|
|
|
e= .5*((float)getsizey)*block->winmat[1][1];
|
|
|
|
f= .5*((float)getsizey)*(1.0+block->winmat[3][1]);
|
|
|
|
|
|
|
|
px= *x - sx;
|
|
|
|
py= *y - sy;
|
|
|
|
|
|
|
|
*y= (a*(py-f) + d*(c-px))/(a*e-d*b);
|
|
|
|
*x= (px- b*(*y)- c)/a;
|
2008-12-26 13:11:04 +00:00
|
|
|
|
|
|
|
if(block->panel) {
|
|
|
|
*x -= block->panel->ofsx;
|
|
|
|
*y -= block->panel->ofsy;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void ui_window_to_block(const ARegion *ar, uiBlock *block, int *x, int *y)
|
|
|
|
{
|
|
|
|
float fx, fy;
|
|
|
|
|
|
|
|
fx= *x;
|
|
|
|
fy= *y;
|
|
|
|
|
|
|
|
ui_window_to_block_fl(ar, block, &fx, &fy);
|
|
|
|
|
|
|
|
*x= (int)(fx+0.5f);
|
|
|
|
*y= (int)(fy+0.5f);
|
|
|
|
}
|
|
|
|
|
2008-12-03 20:57:23 +00:00
|
|
|
void ui_window_to_region(const ARegion *ar, int *x, int *y)
|
|
|
|
{
|
|
|
|
*x-= ar->winrct.xmin;
|
|
|
|
*y-= ar->winrct.ymin;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* ******************* block calc ************************* */
|
|
|
|
|
2009-04-11 01:52:27 +00:00
|
|
|
void ui_block_translate(uiBlock *block, int x, int y)
|
2009-01-28 23:29:27 +00:00
|
|
|
{
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
uiBut *bt;
|
|
|
|
|
|
|
|
for(bt= block->buttons.first; bt; bt=bt->next) {
|
|
|
|
bt->x1 += x;
|
|
|
|
bt->y1 += y;
|
|
|
|
bt->x2 += x;
|
|
|
|
bt->y2 += y;
|
|
|
|
}
|
|
|
|
|
|
|
|
block->minx += x;
|
|
|
|
block->miny += y;
|
|
|
|
block->maxx += x;
|
|
|
|
block->maxy += y;
|
2009-01-28 23:29:27 +00:00
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
static void ui_text_bounds_block(uiBlock *block, float offset)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2009-04-10 14:06:24 +00:00
|
|
|
uiStyle *style= U.uistyles.first; // XXX pass on as arg
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
uiBut *bt;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
int i = 0, j, x1addval= offset, nextcol;
|
2009-08-21 02:51:56 +00:00
|
|
|
int lastcol= 0, col= 0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-04-10 14:06:24 +00:00
|
|
|
uiStyleFontSet(&style->widget);
|
|
|
|
|
|
|
|
for(bt= block->buttons.first; bt; bt= bt->next) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(bt->type!=SEPR) {
|
2009-04-10 14:06:24 +00:00
|
|
|
//int transopts= ui_translate_buttons();
|
|
|
|
//if(bt->type==TEX || bt->type==IDPOIN) transopts= 0;
|
|
|
|
|
BugFix:
[#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders
Blenfont was not thread safe, that is why one thread can change
the font properties (size, dpi, color, etc) at the same time
that the stamp draw on the image, and then the problem.
To make blenfont thread safe I have to change two important things:
1) Every BLF_* function take one argument, the font id.
2) We have two new function to make font "thread safe":
BLF_load_unique
BLF_load_mem_unique
This two function are for case like stamp, that need and own font
that don't share the glyph cache, so can draw without problem
in a different thread.
Why the BLF_*_unique function ?
Because blenfont keep only one copy of a font and keep a list of
"glyph cache". Every glyph cache have size and dpi, so if two
different thread access the same font at the same time, they can
change value and finish with something like the stamp problem.
Why don't remove the glyph cache ?
Because if we do that, we finish with a font object for every size
and dpi, and the stamp is really a special case that happen in
the rendering process, so I really thing is better keep the
glyph cache and make this two new function to handle this
special case.
(When I say "font object" I mean have the same freetype font multiple
times just to have differents size and dpi)
As Matt point we still can have one case that two thread access
the BLF_*_unique function at the same time, but I am looking to
fix this with some class of thread lock.
For now I test and work fine, so if some one found problem, please
let me know.
Campbell I have to change the python api (python/generic/blf_api.c)
to the new syntax, so maybe you can take a look at this.
2010-04-22 10:56:45 +00:00
|
|
|
j= BLF_width(style->widget.uifont_id, bt->drawstr);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if(j > i) i = j;
|
|
|
|
}
|
2009-08-21 02:51:56 +00:00
|
|
|
|
|
|
|
if(bt->next && bt->x1 < bt->next->x1)
|
|
|
|
lastcol++;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* cope with multi collumns */
|
|
|
|
bt= block->buttons.first;
|
|
|
|
while(bt) {
|
2009-08-21 02:51:56 +00:00
|
|
|
if(bt->next && bt->x1 < bt->next->x1) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
nextcol= 1;
|
2009-08-21 02:51:56 +00:00
|
|
|
col++;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
else nextcol= 0;
|
|
|
|
|
|
|
|
bt->x1 = x1addval;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
bt->x2 = bt->x1 + i + block->bounds;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-08-21 02:51:56 +00:00
|
|
|
if(col == lastcol)
|
|
|
|
bt->x2= MAX2(bt->x2, offset + block->minbounds);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(bt); // clips text again
|
|
|
|
|
|
|
|
if(nextcol)
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
x1addval+= i + block->bounds;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
bt= bt->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
void ui_bounds_block(uiBlock *block)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *bt;
|
|
|
|
int xof;
|
|
|
|
|
|
|
|
if(block->buttons.first==NULL) {
|
|
|
|
if(block->panel) {
|
|
|
|
block->minx= 0.0; block->maxx= block->panel->sizex;
|
|
|
|
block->miny= 0.0; block->maxy= block->panel->sizey;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
|
|
|
|
block->minx= block->miny= 10000;
|
|
|
|
block->maxx= block->maxy= -10000;
|
|
|
|
|
|
|
|
bt= block->buttons.first;
|
|
|
|
while(bt) {
|
|
|
|
if(bt->x1 < block->minx) block->minx= bt->x1;
|
|
|
|
if(bt->y1 < block->miny) block->miny= bt->y1;
|
|
|
|
|
2010-03-22 09:30:00 +00:00
|
|
|
if(bt->x2 > block->maxx) block->maxx= bt->x2;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(bt->y2 > block->maxy) block->maxy= bt->y2;
|
2009-08-21 02:51:56 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
bt= bt->next;
|
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
block->minx -= block->bounds;
|
|
|
|
block->miny -= block->bounds;
|
|
|
|
block->maxx += block->bounds;
|
|
|
|
block->maxy += block->bounds;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2009-08-21 02:51:56 +00:00
|
|
|
block->maxx= block->minx + MAX2(block->maxx - block->minx, block->minbounds);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* hardcoded exception... but that one is annoying with larger safety */
|
|
|
|
bt= block->buttons.first;
|
|
|
|
if(bt && strncmp(bt->str, "ERROR", 5)==0) xof= 10;
|
|
|
|
else xof= 40;
|
|
|
|
|
|
|
|
block->safety.xmin= block->minx-xof;
|
|
|
|
block->safety.ymin= block->miny-xof;
|
|
|
|
block->safety.xmax= block->maxx+xof;
|
|
|
|
block->safety.ymax= block->maxy+xof;
|
|
|
|
}
|
|
|
|
|
2009-11-23 13:58:55 +00:00
|
|
|
static void ui_centered_bounds_block(const bContext *C, uiBlock *block)
|
|
|
|
{
|
|
|
|
wmWindow *window= CTX_wm_window(C);
|
|
|
|
int xmax, ymax;
|
|
|
|
int startx, starty;
|
|
|
|
int width, height;
|
|
|
|
|
2009-11-30 14:10:46 +00:00
|
|
|
/* note: this is used for the splash where window bounds event has not been
|
|
|
|
* updated by ghost, get the window bounds from ghost directly */
|
|
|
|
|
|
|
|
// wm_window_get_size(window, &xmax, &ymax);
|
|
|
|
wm_window_get_size_ghost(window, &xmax, &ymax);
|
2009-11-23 13:58:55 +00:00
|
|
|
|
|
|
|
ui_bounds_block(block);
|
|
|
|
|
|
|
|
width= block->maxx - block->minx;
|
|
|
|
height= block->maxy - block->miny;
|
|
|
|
|
|
|
|
startx = (xmax * 0.5f) - (width * 0.5f);
|
|
|
|
starty = (ymax * 0.5f) - (height * 0.5f);
|
|
|
|
|
|
|
|
ui_block_translate(block, startx - block->minx, starty - block->miny);
|
|
|
|
|
|
|
|
/* now recompute bounds and safety */
|
|
|
|
ui_bounds_block(block);
|
|
|
|
|
|
|
|
}
|
|
|
|
static void ui_popup_bounds_block(const bContext *C, uiBlock *block, int bounds_calc)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2009-02-04 11:52:16 +00:00
|
|
|
wmWindow *window= CTX_wm_window(C);
|
2010-02-01 11:13:55 +00:00
|
|
|
int startx, starty, endx, endy, width, height, oldwidth, oldheight;
|
|
|
|
int oldbounds, xmax, ymax;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
oldbounds= block->bounds;
|
|
|
|
|
2009-02-04 11:52:16 +00:00
|
|
|
/* compute mouse position with user defined offset */
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
ui_bounds_block(block);
|
2009-11-23 13:58:55 +00:00
|
|
|
|
2009-02-04 11:52:16 +00:00
|
|
|
wm_window_get_size(window, &xmax, &ymax);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
2010-02-01 11:13:55 +00:00
|
|
|
oldwidth= block->maxx - block->minx;
|
|
|
|
oldheight= block->maxy - block->miny;
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
/* first we ensure wide enough text bounds */
|
2009-11-23 13:58:55 +00:00
|
|
|
if(bounds_calc==UI_BLOCK_BOUNDS_POPUP_MENU) {
|
2009-02-04 11:52:16 +00:00
|
|
|
if(block->flag & UI_BLOCK_LOOP) {
|
|
|
|
block->bounds= 50;
|
|
|
|
ui_text_bounds_block(block, block->minx);
|
|
|
|
}
|
|
|
|
}
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
|
|
|
/* next we recompute bounds */
|
|
|
|
block->bounds= oldbounds;
|
|
|
|
ui_bounds_block(block);
|
|
|
|
|
|
|
|
/* and we adjust the position to fit within window */
|
|
|
|
width= block->maxx - block->minx;
|
|
|
|
height= block->maxy - block->miny;
|
2010-02-03 09:39:46 +00:00
|
|
|
|
2010-03-22 09:30:00 +00:00
|
|
|
/* avoid divide by zero below, caused by calling with no UI, but better not crash */
|
|
|
|
oldwidth= oldwidth > 0 ? oldwidth : MAX2(1, width);
|
|
|
|
oldheight= oldheight > 0 ? oldheight : MAX2(1, height);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
2010-02-01 11:13:55 +00:00
|
|
|
/* offset block based on mouse position, user offset is scaled
|
|
|
|
along in case we resized the block in ui_text_bounds_block */
|
|
|
|
startx= window->eventstate->x + block->minx + (block->mx*width)/oldwidth;
|
|
|
|
starty= window->eventstate->y + block->miny + (block->my*height)/oldheight;
|
2010-02-03 09:39:46 +00:00
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
if(startx<10)
|
|
|
|
startx= 10;
|
|
|
|
if(starty<10)
|
|
|
|
starty= 10;
|
|
|
|
|
|
|
|
endx= startx+width;
|
|
|
|
endy= starty+height;
|
|
|
|
|
|
|
|
if(endx>xmax) {
|
|
|
|
endx= xmax-10;
|
|
|
|
startx= endx-width;
|
|
|
|
}
|
|
|
|
if(endy>ymax-20) {
|
|
|
|
endy= ymax-20;
|
|
|
|
starty= endy-height;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
ui_block_translate(block, startx - block->minx, starty - block->miny);
|
|
|
|
|
|
|
|
/* now recompute bounds and safety */
|
|
|
|
ui_bounds_block(block);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
/* used for various cases */
|
|
|
|
void uiBoundsBlock(uiBlock *block, int addval)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
if(block==NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
block->bounds= addval;
|
2009-11-23 13:58:55 +00:00
|
|
|
block->dobounds= UI_BLOCK_BOUNDS;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
/* used for pulldowns */
|
|
|
|
void uiTextBoundsBlock(uiBlock *block, int addval)
|
|
|
|
{
|
|
|
|
block->bounds= addval;
|
2009-11-23 13:58:55 +00:00
|
|
|
block->dobounds= UI_BLOCK_BOUNDS_TEXT;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-02-04 11:52:16 +00:00
|
|
|
/* used for block popups */
|
|
|
|
void uiPopupBoundsBlock(uiBlock *block, int addval, int mx, int my)
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
{
|
|
|
|
block->bounds= addval;
|
2009-11-23 13:58:55 +00:00
|
|
|
block->dobounds= UI_BLOCK_BOUNDS_POPUP_MOUSE;
|
2009-02-04 11:52:16 +00:00
|
|
|
block->mx= mx;
|
|
|
|
block->my= my;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* used for menu popups */
|
|
|
|
void uiMenuPopupBoundsBlock(uiBlock *block, int addval, int mx, int my)
|
|
|
|
{
|
|
|
|
block->bounds= addval;
|
2009-11-23 13:58:55 +00:00
|
|
|
block->dobounds= UI_BLOCK_BOUNDS_POPUP_MENU;
|
2009-02-04 11:52:16 +00:00
|
|
|
block->mx= mx;
|
|
|
|
block->my= my;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2009-11-23 13:58:55 +00:00
|
|
|
/* used for centered popups, i.e. splash */
|
|
|
|
void uiCenteredBoundsBlock(uiBlock *block, int addval)
|
|
|
|
{
|
|
|
|
block->bounds= addval;
|
|
|
|
block->dobounds= UI_BLOCK_BOUNDS_POPUP_CENTER;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* ************** LINK LINE DRAWING ************* */
|
|
|
|
|
|
|
|
/* link line drawing is not part of buttons or theme.. so we stick with it here */
|
|
|
|
|
|
|
|
static void ui_draw_linkline(uiBut *but, uiLinkLine *line)
|
|
|
|
{
|
2009-06-17 11:01:05 +00:00
|
|
|
rcti rect;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if(line->from==NULL || line->to==NULL) return;
|
|
|
|
|
2009-06-17 11:01:05 +00:00
|
|
|
rect.xmin= (line->from->x1+line->from->x2)/2.0;
|
|
|
|
rect.ymin= (line->from->y1+line->from->y2)/2.0;
|
|
|
|
rect.xmax= (line->to->x1+line->to->x2)/2.0;
|
|
|
|
rect.ymax= (line->to->y1+line->to->y2)/2.0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-06-17 11:01:05 +00:00
|
|
|
if(line->flag & UI_SELECT)
|
|
|
|
glColor3ub(100,100,100);
|
|
|
|
else
|
|
|
|
glColor3ub(0,0,0);
|
|
|
|
|
|
|
|
ui_draw_link_bezier(&rect);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void ui_draw_links(uiBlock *block)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
uiLinkLine *line;
|
|
|
|
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==LINK && but->link) {
|
|
|
|
line= but->link->lines.first;
|
|
|
|
while(line) {
|
|
|
|
ui_draw_linkline(but, line);
|
|
|
|
line= line->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************** BLOCK ENDING FUNCTION ************* */
|
|
|
|
|
2009-06-10 11:43:21 +00:00
|
|
|
/* NOTE: if but->poin is allocated memory for every defbut, things fail... */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
static int ui_but_equals_old(uiBut *but, uiBut *oldbut)
|
|
|
|
{
|
|
|
|
/* various properties are being compared here, hopfully sufficient
|
|
|
|
* to catch all cases, but it is simple to add more checks later */
|
|
|
|
if(but->retval != oldbut->retval) return 0;
|
|
|
|
if(but->rnapoin.data != oldbut->rnapoin.data) return 0;
|
|
|
|
if(but->rnaprop != oldbut->rnaprop)
|
2009-07-25 13:40:59 +00:00
|
|
|
if(but->rnaindex != oldbut->rnaindex) return 0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(but->func != oldbut->func) return 0;
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
if(but->funcN != oldbut->funcN) return 0;
|
2009-01-28 19:42:49 +00:00
|
|
|
if(oldbut->func_arg1 != oldbut && but->func_arg1 != oldbut->func_arg1) return 0;
|
|
|
|
if(oldbut->func_arg2 != oldbut && but->func_arg2 != oldbut->func_arg2) return 0;
|
2009-04-27 18:05:58 +00:00
|
|
|
if(!but->funcN && ((but->poin != oldbut->poin && (uiBut*)oldbut->poin != oldbut) || but->pointype != oldbut->pointype)) return 0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
static int ui_but_update_from_old_block(const bContext *C, uiBlock *block, uiBut *but)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBlock *oldblock;
|
|
|
|
uiBut *oldbut;
|
|
|
|
int found= 0;
|
|
|
|
|
|
|
|
oldblock= block->oldblock;
|
|
|
|
if(!oldblock)
|
|
|
|
return found;
|
|
|
|
|
|
|
|
for(oldbut=oldblock->buttons.first; oldbut; oldbut=oldbut->next) {
|
|
|
|
if(ui_but_equals_old(oldbut, but)) {
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
if(oldbut->active) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->flag= oldbut->flag;
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
but->active= oldbut->active;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->pos= oldbut->pos;
|
|
|
|
but->editstr= oldbut->editstr;
|
|
|
|
but->editval= oldbut->editval;
|
|
|
|
but->editvec= oldbut->editvec;
|
|
|
|
but->editcoba= oldbut->editcoba;
|
|
|
|
but->editcumap= oldbut->editcumap;
|
|
|
|
but->selsta= oldbut->selsta;
|
|
|
|
but->selend= oldbut->selend;
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
but->softmin= oldbut->softmin;
|
|
|
|
but->softmax= oldbut->softmax;
|
2009-06-17 11:01:05 +00:00
|
|
|
but->linkto[0]= oldbut->linkto[0];
|
|
|
|
but->linkto[1]= oldbut->linkto[1];
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
found= 1;
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
|
|
|
|
oldbut->active= NULL;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ensures one button can get activated, and in case the buttons
|
|
|
|
* draw are the same this gives O(1) lookup for each button */
|
|
|
|
BLI_remlink(&oldblock->buttons, oldbut);
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
ui_free_but(C, oldbut);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return found;
|
|
|
|
}
|
|
|
|
|
2009-07-25 13:40:59 +00:00
|
|
|
/* needed for temporarily rename buttons, such as in outliner or fileselect,
|
|
|
|
they should keep calling uiDefButs to keep them alive */
|
|
|
|
/* returns 0 when button removed */
|
|
|
|
int uiButActiveOnly(const bContext *C, uiBlock *block, uiBut *but)
|
|
|
|
{
|
|
|
|
uiBlock *oldblock;
|
|
|
|
uiBut *oldbut;
|
|
|
|
int activate= 0, found= 0, isactive= 0;
|
|
|
|
|
|
|
|
oldblock= block->oldblock;
|
|
|
|
if(!oldblock)
|
|
|
|
activate= 1;
|
|
|
|
else {
|
|
|
|
for(oldbut=oldblock->buttons.first; oldbut; oldbut=oldbut->next) {
|
|
|
|
if(ui_but_equals_old(oldbut, but)) {
|
|
|
|
found= 1;
|
|
|
|
|
|
|
|
if(oldbut->active)
|
|
|
|
isactive= 1;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(activate || found==0) {
|
|
|
|
ui_button_activate_do( (bContext *)C, CTX_wm_region(C), but);
|
|
|
|
}
|
|
|
|
else if(found && isactive==0) {
|
|
|
|
|
|
|
|
BLI_remlink(&block->buttons, but);
|
|
|
|
ui_free_but(C, but);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
void ui_menu_block_set_keymaps(const bContext *C, uiBlock *block)
|
2009-01-15 04:13:38 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
2009-01-28 23:29:27 +00:00
|
|
|
IDProperty *prop;
|
2009-01-15 04:13:38 +00:00
|
|
|
char buf[512], *butstr;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
|
|
|
/* only do it before bounding */
|
|
|
|
if(block->minx != block->maxx)
|
|
|
|
return;
|
2009-01-15 04:13:38 +00:00
|
|
|
|
|
|
|
for(but=block->buttons.first; but; but=but->next) {
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(but->optype) {
|
2009-01-28 23:29:27 +00:00
|
|
|
prop= (but->opptr)? but->opptr->data: NULL;
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(WM_key_event_operator_string(C, but->optype->idname, but->opcontext, prop, buf, sizeof(buf))) {
|
2009-01-15 04:13:38 +00:00
|
|
|
butstr= MEM_mallocN(strlen(but->str)+strlen(buf)+2, "menu_block_set_keymaps");
|
|
|
|
strcpy(butstr, but->str);
|
|
|
|
strcat(butstr, "|");
|
|
|
|
strcat(butstr, buf);
|
|
|
|
|
|
|
|
but->str= but->strdata;
|
|
|
|
BLI_strncpy(but->str, butstr, sizeof(but->strdata));
|
|
|
|
MEM_freeN(butstr);
|
|
|
|
|
|
|
|
ui_check_but(but);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
void uiEndBlock(const bContext *C, uiBlock *block)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
2009-04-03 23:30:32 +00:00
|
|
|
Scene *scene= CTX_data_scene(C);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
/* inherit flags from 'old' buttons that was drawn here previous, based
|
|
|
|
* on matching buttons, we need this to make button event handling non
|
|
|
|
* blocking, while still alowing buttons to be remade each redraw as it
|
|
|
|
* is expected by blender code */
|
2009-02-18 18:08:33 +00:00
|
|
|
for(but=block->buttons.first; but; but=but->next) {
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
if(ui_but_update_from_old_block(C, block, but))
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
2009-02-18 18:08:33 +00:00
|
|
|
|
|
|
|
/* temp? Proper check for greying out */
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(but->optype) {
|
|
|
|
wmOperatorType *ot= but->optype;
|
2009-06-03 00:09:30 +00:00
|
|
|
|
|
|
|
if(but->context)
|
|
|
|
CTX_store_set((bContext*)C, but->context);
|
|
|
|
|
2009-09-18 13:02:20 +00:00
|
|
|
if(ot == NULL || WM_operator_poll((bContext*)C, ot)==0) {
|
2009-02-18 18:08:33 +00:00
|
|
|
but->flag |= UI_BUT_DISABLED;
|
|
|
|
but->lock = 1;
|
|
|
|
}
|
2009-06-03 00:09:30 +00:00
|
|
|
|
|
|
|
if(but->context)
|
|
|
|
CTX_store_set((bContext*)C, NULL);
|
2009-02-18 18:08:33 +00:00
|
|
|
}
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
|
2009-04-03 23:30:32 +00:00
|
|
|
ui_but_anim_flag(but, (scene)? scene->r.cfra: 0.0f);
|
2009-02-18 18:08:33 +00:00
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if(block->oldblock) {
|
|
|
|
block->auto_open= block->oldblock->auto_open;
|
|
|
|
block->auto_open_last= block->oldblock->auto_open_last;
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
block->tooltipdisabled= block->oldblock->tooltipdisabled;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
block->oldblock= NULL;
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* handle pending stuff */
|
2009-09-16 18:47:42 +00:00
|
|
|
if(block->layouts.first) uiBlockLayoutResolve(block, NULL, NULL);
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
ui_block_do_align(block);
|
2009-01-15 04:13:38 +00:00
|
|
|
if(block->flag & UI_BLOCK_LOOP) ui_menu_block_set_keymaps(C, block);
|
2009-02-18 18:08:33 +00:00
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
/* after keymaps! */
|
2009-11-23 13:58:55 +00:00
|
|
|
if(block->dobounds == UI_BLOCK_BOUNDS) ui_bounds_block(block);
|
|
|
|
else if(block->dobounds == UI_BLOCK_BOUNDS_TEXT) ui_text_bounds_block(block, 0.0f);
|
|
|
|
else if(block->dobounds == UI_BLOCK_BOUNDS_POPUP_CENTER) ui_centered_bounds_block(C, block);
|
|
|
|
else if(block->dobounds) ui_popup_bounds_block(C, block, block->dobounds);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(block->minx==0.0 && block->maxx==0.0) uiBoundsBlock(block, 0);
|
|
|
|
if(block->flag & UI_BUT_ALIGN) uiBlockEndAlign(block);
|
2009-01-28 23:29:27 +00:00
|
|
|
|
|
|
|
block->endblock= 1;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ************** BLOCK DRAWING FUNCTION ************* */
|
|
|
|
|
2009-04-15 14:43:54 +00:00
|
|
|
void ui_fontscale(short *points, float aspect)
|
2009-04-10 14:06:24 +00:00
|
|
|
{
|
|
|
|
if(aspect < 0.9f || aspect > 1.1f) {
|
|
|
|
float pointsf= *points;
|
|
|
|
|
|
|
|
/* for some reason scaling fonts goes too fast compared to widget size */
|
|
|
|
aspect= sqrt(aspect);
|
|
|
|
pointsf /= aspect;
|
|
|
|
|
|
|
|
if(aspect > 1.0)
|
|
|
|
*points= ceil(pointsf);
|
|
|
|
else
|
|
|
|
*points= floor(pointsf);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-04-09 18:11:18 +00:00
|
|
|
/* project button or block (but==NULL) to pixels in regionspace */
|
|
|
|
static void ui_but_to_pixelrect(rcti *rect, const ARegion *ar, uiBlock *block, uiBut *but)
|
|
|
|
{
|
|
|
|
float gx, gy;
|
|
|
|
float getsizex, getsizey;
|
|
|
|
|
|
|
|
getsizex= ar->winx;
|
|
|
|
getsizey= ar->winy;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
|
2009-04-09 18:11:18 +00:00
|
|
|
gx= (but?but->x1:block->minx) + (block->panel?block->panel->ofsx:0.0f);
|
|
|
|
gy= (but?but->y1:block->miny) + (block->panel?block->panel->ofsy:0.0f);
|
|
|
|
|
|
|
|
rect->xmin= floor(getsizex*(0.5+ 0.5*(gx*block->winmat[0][0]+ gy*block->winmat[1][0]+ block->winmat[3][0])));
|
|
|
|
rect->ymin= floor(getsizey*(0.5+ 0.5*(gx*block->winmat[0][1]+ gy*block->winmat[1][1]+ block->winmat[3][1])));
|
|
|
|
|
|
|
|
gx= (but?but->x2:block->maxx) + (block->panel?block->panel->ofsx:0.0f);
|
|
|
|
gy= (but?but->y2:block->maxy) + (block->panel?block->panel->ofsy:0.0f);
|
|
|
|
|
|
|
|
rect->xmax= floor(getsizex*(0.5+ 0.5*(gx*block->winmat[0][0]+ gy*block->winmat[1][0]+ block->winmat[3][0])));
|
|
|
|
rect->ymax= floor(getsizey*(0.5+ 0.5*(gx*block->winmat[0][1]+ gy*block->winmat[1][1]+ block->winmat[3][1])));
|
2009-05-20 14:32:15 +00:00
|
|
|
|
2009-04-09 18:11:18 +00:00
|
|
|
}
|
|
|
|
|
2009-04-10 14:06:24 +00:00
|
|
|
/* uses local copy of style, to scale things down, and allow widgets to change stuff */
|
2008-12-26 13:11:04 +00:00
|
|
|
void uiDrawBlock(const bContext *C, uiBlock *block)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2009-04-10 14:06:24 +00:00
|
|
|
uiStyle style= *((uiStyle *)U.uistyles.first); // XXX pass on as arg
|
2009-03-25 20:49:15 +00:00
|
|
|
ARegion *ar;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
uiBut *but;
|
2009-04-09 18:11:18 +00:00
|
|
|
rcti rect;
|
|
|
|
|
2009-03-25 20:49:15 +00:00
|
|
|
/* get menu region or area region */
|
|
|
|
ar= CTX_wm_menu(C);
|
|
|
|
if(!ar)
|
|
|
|
ar= CTX_wm_region(C);
|
|
|
|
|
2009-01-28 23:29:27 +00:00
|
|
|
if(!block->endblock)
|
|
|
|
uiEndBlock(C, block);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* we set this only once */
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
2009-04-10 14:06:24 +00:00
|
|
|
/* scale fonts */
|
|
|
|
ui_fontscale(&style.paneltitle.points, block->aspect);
|
|
|
|
ui_fontscale(&style.grouplabel.points, block->aspect);
|
|
|
|
ui_fontscale(&style.widgetlabel.points, block->aspect);
|
|
|
|
ui_fontscale(&style.widget.points, block->aspect);
|
|
|
|
|
|
|
|
/* scale block min/max to rect */
|
|
|
|
ui_but_to_pixelrect(&rect, ar, block, NULL);
|
|
|
|
|
2009-04-07 17:08:26 +00:00
|
|
|
/* pixel space for AA widgets */
|
2010-02-01 15:32:55 +00:00
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPushMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
2009-04-07 17:08:26 +00:00
|
|
|
|
2009-04-12 13:40:29 +00:00
|
|
|
wmOrtho2(-0.01f, ar->winx-0.01f, -0.01f, ar->winy-0.01f);
|
2009-04-07 17:08:26 +00:00
|
|
|
|
2009-04-09 18:11:18 +00:00
|
|
|
/* back */
|
|
|
|
if(block->flag & UI_BLOCK_LOOP)
|
2009-04-10 14:06:24 +00:00
|
|
|
ui_draw_menu_back(&style, block, &rect);
|
2009-04-09 18:11:18 +00:00
|
|
|
else if(block->panel)
|
2.5
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
2009-04-27 13:44:11 +00:00
|
|
|
ui_draw_aligned_panel(ar, &style, block, &rect);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-04-09 18:11:18 +00:00
|
|
|
/* widgets */
|
|
|
|
for(but= block->buttons.first; but; but= but->next) {
|
|
|
|
ui_but_to_pixelrect(&rect, ar, block, but);
|
2009-06-24 13:44:19 +00:00
|
|
|
if(!(but->flag & UI_HIDDEN))
|
|
|
|
ui_draw_but(C, ar, &style, but, &rect);
|
2009-04-09 18:11:18 +00:00
|
|
|
}
|
|
|
|
|
2009-04-07 17:08:26 +00:00
|
|
|
/* restore matrix */
|
2010-02-01 15:32:55 +00:00
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPopMatrix();
|
2009-04-07 17:08:26 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_draw_links(block);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ************* EVENTS ************* */
|
|
|
|
|
|
|
|
static void ui_is_but_sel(uiBut *but)
|
|
|
|
{
|
|
|
|
double value;
|
|
|
|
int lvalue;
|
|
|
|
short push=0, true=1;
|
|
|
|
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
|
2009-05-27 00:03:49 +00:00
|
|
|
if(ELEM3(but->type, TOGN, ICONTOGN, OPTIONN)) true= 0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if( but->bit ) {
|
|
|
|
lvalue= (int)value;
|
|
|
|
if( BTST(lvalue, (but->bitnr)) ) push= true;
|
|
|
|
else push= !true;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
switch(but->type) {
|
|
|
|
case BUT:
|
|
|
|
push= 2;
|
|
|
|
break;
|
2009-07-28 16:48:02 +00:00
|
|
|
case HOTKEYEVT:
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
case KEYEVT:
|
2009-07-26 12:52:39 +00:00
|
|
|
push= 2;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
2009-04-12 13:40:29 +00:00
|
|
|
case TOGBUT:
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
case TOG:
|
|
|
|
case TOGR:
|
|
|
|
case TOG3:
|
|
|
|
case BUT_TOGDUAL:
|
|
|
|
case ICONTOG:
|
2009-05-27 00:03:49 +00:00
|
|
|
case OPTION:
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(value!=but->hardmin) push= 1;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
case ICONTOGN:
|
|
|
|
case TOGN:
|
2009-05-27 00:03:49 +00:00
|
|
|
case OPTIONN:
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(value==0.0) push= 1;
|
|
|
|
break;
|
|
|
|
case ROW:
|
2009-07-21 01:26:17 +00:00
|
|
|
case LISTROW:
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(value == but->hardmax) push= 1;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
case COL:
|
2010-01-13 02:01:34 +00:00
|
|
|
push= 2;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
push= 2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(push==2);
|
|
|
|
else if(push==1) but->flag |= UI_SELECT;
|
|
|
|
else but->flag &= ~UI_SELECT;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX 2.50 no links supported yet */
|
|
|
|
|
2009-06-17 11:01:05 +00:00
|
|
|
static int uibut_contains_pt(uiBut *but, short *mval)
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *ui_get_valid_link_button(uiBlock *block, uiBut *but, short *mval)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *bt;
|
|
|
|
|
|
|
|
/* find button to link to */
|
|
|
|
for (bt= block->buttons.first; bt; bt= bt->next)
|
|
|
|
if(bt!=but && uibut_contains_pt(bt, mval))
|
|
|
|
break;
|
|
|
|
|
|
|
|
if (bt) {
|
|
|
|
if (but->type==LINK && bt->type==INLINK) {
|
2009-06-17 11:01:05 +00:00
|
|
|
if( but->link->tocode == (int)bt->hardmin ) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return bt;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->type==INLINK && bt->type==LINK) {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if( bt->link->tocode == (int)but->hardmin ) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return bt;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static uiBut *ui_find_inlink(uiBlock *block, void *poin)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==INLINK) {
|
|
|
|
if(but->poin == poin) return but;
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ui_add_link_line(ListBase *listb, uiBut *but, uiBut *bt)
|
|
|
|
{
|
|
|
|
uiLinkLine *line;
|
|
|
|
|
|
|
|
line= MEM_callocN(sizeof(uiLinkLine), "linkline");
|
|
|
|
BLI_addtail(listb, line);
|
|
|
|
line->from= but;
|
|
|
|
line->to= bt;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiFindInlink(uiBlock *block, void *poin)
|
|
|
|
{
|
|
|
|
return ui_find_inlink(block, poin);
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiComposeLinks(uiBlock *block)
|
|
|
|
{
|
|
|
|
uiBut *but, *bt;
|
|
|
|
uiLink *link;
|
|
|
|
void ***ppoin;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==LINK) {
|
|
|
|
link= but->link;
|
|
|
|
|
|
|
|
/* for all pointers in the array */
|
|
|
|
if(link) {
|
|
|
|
if(link->ppoin) {
|
|
|
|
ppoin= link->ppoin;
|
|
|
|
for(a=0; a < *(link->totlink); a++) {
|
|
|
|
bt= ui_find_inlink(block, (*ppoin)[a] );
|
|
|
|
if(bt) {
|
|
|
|
ui_add_link_line(&link->lines, but, bt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(link->poin) {
|
|
|
|
bt= ui_find_inlink(block, *(link->poin) );
|
|
|
|
if(bt) {
|
|
|
|
ui_add_link_line(&link->lines, but, bt);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* ************************************************ */
|
|
|
|
|
|
|
|
void uiBlockSetButLock(uiBlock *block, int val, char *lockstr)
|
|
|
|
{
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
if(val) {
|
|
|
|
block->lock |= val;
|
|
|
|
block->lockstr= lockstr;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void uiBlockClearButLock(uiBlock *block)
|
|
|
|
{
|
|
|
|
block->lock= 0;
|
|
|
|
block->lockstr= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* *************************************************************** */
|
|
|
|
|
2010-01-19 11:24:42 +00:00
|
|
|
void ui_delete_linkline(uiLinkLine *line, uiBut *but)
|
|
|
|
{
|
|
|
|
uiLink *link;
|
|
|
|
int a, b;
|
|
|
|
|
|
|
|
BLI_remlink(&but->link->lines, line);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2010-01-19 11:24:42 +00:00
|
|
|
link= line->from->link;
|
|
|
|
|
|
|
|
/* are there more pointers allowed? */
|
|
|
|
if(link->ppoin) {
|
|
|
|
|
|
|
|
if(*(link->totlink)==1) {
|
|
|
|
*(link->totlink)= 0;
|
|
|
|
MEM_freeN(*(link->ppoin));
|
|
|
|
*(link->ppoin)= NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
b= 0;
|
|
|
|
for(a=0; a< (*(link->totlink)); a++) {
|
|
|
|
|
|
|
|
if( (*(link->ppoin))[a] != line->to->poin ) {
|
|
|
|
(*(link->ppoin))[b]= (*(link->ppoin))[a];
|
|
|
|
b++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
(*(link->totlink))--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*(link->poin)= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
MEM_freeN(line);
|
|
|
|
//REDRAW
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* XXX 2.50 no links supported yet */
|
|
|
|
#if 0
|
|
|
|
static void ui_delete_active_linkline(uiBlock *block)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
uiLink *link;
|
|
|
|
uiLinkLine *line, *nline;
|
|
|
|
int a, b;
|
|
|
|
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==LINK && but->link) {
|
|
|
|
line= but->link->lines.first;
|
|
|
|
while(line) {
|
|
|
|
|
|
|
|
nline= line->next;
|
|
|
|
|
|
|
|
if(line->flag & UI_SELECT) {
|
|
|
|
BLI_remlink(&but->link->lines, line);
|
|
|
|
|
|
|
|
link= line->from->link;
|
|
|
|
|
|
|
|
/* are there more pointers allowed? */
|
|
|
|
if(link->ppoin) {
|
|
|
|
|
|
|
|
if(*(link->totlink)==1) {
|
|
|
|
*(link->totlink)= 0;
|
|
|
|
MEM_freeN(*(link->ppoin));
|
|
|
|
*(link->ppoin)= NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
b= 0;
|
|
|
|
for(a=0; a< (*(link->totlink)); a++) {
|
|
|
|
|
|
|
|
if( (*(link->ppoin))[a] != line->to->poin ) {
|
|
|
|
(*(link->ppoin))[b]= (*(link->ppoin))[a];
|
|
|
|
b++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
(*(link->totlink))--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*(link->poin)= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
MEM_freeN(line);
|
|
|
|
}
|
|
|
|
line= nline;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* temporal! these buttons can be everywhere... */
|
|
|
|
allqueue(REDRAWBUTSLOGIC, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ui_do_active_linklines(uiBlock *block, short *mval)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
uiLinkLine *line, *act= NULL;
|
|
|
|
float mindist= 12.0, fac, v1[2], v2[2], v3[3];
|
|
|
|
int foundone= 0;
|
|
|
|
|
|
|
|
if(mval) {
|
|
|
|
v1[0]= mval[0];
|
|
|
|
v1[1]= mval[1];
|
|
|
|
|
|
|
|
/* find a line close to the mouse */
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==LINK && but->link) {
|
|
|
|
foundone= 1;
|
|
|
|
line= but->link->lines.first;
|
|
|
|
while(line) {
|
|
|
|
v2[0]= line->from->x2;
|
|
|
|
v2[1]= (line->from->y1+line->from->y2)/2.0;
|
|
|
|
v3[0]= line->to->x1;
|
|
|
|
v3[1]= (line->to->y1+line->to->y2)/2.0;
|
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
fac= dist_to_line_segment_v2(v1, v2, v3);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(fac < mindist) {
|
|
|
|
mindist= fac;
|
|
|
|
act= line;
|
|
|
|
}
|
|
|
|
line= line->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* check for a 'found one' to prevent going to 'frontbuffer' mode.
|
|
|
|
this slows done gfx quite some, and at OSX the 'finish' forces a swapbuffer */
|
|
|
|
if(foundone) {
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
|
|
|
|
|
|
/* draw */
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
if(but->type==LINK && but->link) {
|
|
|
|
line= but->link->lines.first;
|
|
|
|
while(line) {
|
|
|
|
if(line==act) {
|
|
|
|
if((line->flag & UI_SELECT)==0) {
|
|
|
|
line->flag |= UI_SELECT;
|
|
|
|
ui_draw_linkline(but, line);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(line->flag & UI_SELECT) {
|
|
|
|
line->flag &= ~UI_SELECT;
|
|
|
|
ui_draw_linkline(but, line);
|
|
|
|
}
|
|
|
|
line= line->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
but= but->next;
|
|
|
|
}
|
|
|
|
bglFlush();
|
|
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* ******************************************************* */
|
|
|
|
|
|
|
|
/* XXX 2.50 no screendump supported yet */
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
/* nasty but safe way to store screendump rect */
|
|
|
|
static int scr_x=0, scr_y=0, scr_sizex=0, scr_sizey=0;
|
|
|
|
|
|
|
|
static void ui_set_screendump_bbox(uiBlock *block)
|
|
|
|
{
|
|
|
|
if(block) {
|
|
|
|
scr_x= block->minx;
|
|
|
|
scr_y= block->miny;
|
|
|
|
scr_sizex= block->maxx - block->minx;
|
|
|
|
scr_sizey= block->maxy - block->miny;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
scr_sizex= scr_sizey= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* used for making screenshots for menus, called in screendump.c */
|
|
|
|
int uiIsMenu(int *x, int *y, int *sizex, int *sizey)
|
|
|
|
{
|
|
|
|
if(scr_sizex!=0 && scr_sizey!=0) {
|
|
|
|
*x= scr_x;
|
|
|
|
*y= scr_y;
|
|
|
|
*sizex= scr_sizex;
|
|
|
|
*sizey= scr_sizey;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/* *********************** data get/set ***********************
|
|
|
|
* this either works with the pointed to data, or can work with
|
|
|
|
* an edit override pointer while dragging for example */
|
|
|
|
|
|
|
|
/* for buttons pointing to color for example */
|
|
|
|
void ui_get_but_vectorf(uiBut *but, float *vec)
|
|
|
|
{
|
2008-12-30 21:28:27 +00:00
|
|
|
PropertyRNA *prop;
|
|
|
|
int a, tot;
|
|
|
|
|
|
|
|
if(but->editvec) {
|
|
|
|
VECCOPY(vec, but->editvec);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2008-12-30 21:28:27 +00:00
|
|
|
if(but->rnaprop) {
|
|
|
|
prop= but->rnaprop;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2008-12-30 21:28:27 +00:00
|
|
|
vec[0]= vec[1]= vec[2]= 0.0f;
|
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
if(RNA_property_type(prop) == PROP_FLOAT) {
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
tot= RNA_property_array_length(&but->rnapoin, prop);
|
2008-12-30 21:28:27 +00:00
|
|
|
tot= MIN2(tot, 3);
|
|
|
|
|
|
|
|
for(a=0; a<tot; a++)
|
2009-02-02 19:57:57 +00:00
|
|
|
vec[a]= RNA_property_float_get_index(&but->rnapoin, prop, a);
|
2008-12-30 21:28:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->pointype == CHA) {
|
|
|
|
char *cp= (char *)but->poin;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
vec[0]= ((float)cp[0])/255.0;
|
|
|
|
vec[1]= ((float)cp[1])/255.0;
|
|
|
|
vec[2]= ((float)cp[2])/255.0;
|
|
|
|
}
|
2008-12-30 21:28:27 +00:00
|
|
|
else if(but->pointype == FLO) {
|
|
|
|
float *fp= (float *)but->poin;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
VECCOPY(vec, fp);
|
|
|
|
}
|
2010-03-22 09:30:00 +00:00
|
|
|
else {
|
|
|
|
if (but->editvec==NULL) {
|
|
|
|
fprintf(stderr, "ui_get_but_vectorf: can't get color, should never happen\n");
|
|
|
|
vec[0]= vec[1]= vec[2]= 0.0f;
|
|
|
|
}
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* for buttons pointing to color for example */
|
|
|
|
void ui_set_but_vectorf(uiBut *but, float *vec)
|
|
|
|
{
|
2008-12-30 21:28:27 +00:00
|
|
|
PropertyRNA *prop;
|
|
|
|
int a, tot;
|
|
|
|
|
|
|
|
if(but->editvec) {
|
|
|
|
VECCOPY(but->editvec, vec);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2008-12-30 21:28:27 +00:00
|
|
|
if(but->rnaprop) {
|
|
|
|
prop= but->rnaprop;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
if(RNA_property_type(prop) == PROP_FLOAT) {
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
tot= RNA_property_array_length(&but->rnapoin, prop);
|
2008-12-30 21:28:27 +00:00
|
|
|
tot= MIN2(tot, 3);
|
|
|
|
|
|
|
|
for(a=0; a<tot; a++)
|
2009-02-02 19:57:57 +00:00
|
|
|
RNA_property_float_set_index(&but->rnapoin, prop, a, vec[a]);
|
2008-12-30 21:28:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->pointype == CHA) {
|
|
|
|
char *cp= (char *)but->poin;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
cp[0]= (char)(0.5 +vec[0]*255.0);
|
|
|
|
cp[1]= (char)(0.5 +vec[1]*255.0);
|
|
|
|
cp[2]= (char)(0.5 +vec[2]*255.0);
|
|
|
|
}
|
2008-12-30 21:28:27 +00:00
|
|
|
else if(but->pointype == FLO) {
|
|
|
|
float *fp= (float *)but->poin;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
VECCOPY(fp, vec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int ui_is_but_float(uiBut *but)
|
|
|
|
{
|
|
|
|
if(but->pointype==FLO && but->poin)
|
|
|
|
return 1;
|
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
if(but->rnaprop && RNA_property_type(but->rnaprop) == PROP_FLOAT)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return 1;
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2009-08-12 08:16:10 +00:00
|
|
|
int ui_is_but_unit(uiBut *but)
|
|
|
|
{
|
2009-08-13 07:37:41 +00:00
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
2010-01-25 06:24:05 +00:00
|
|
|
int unit_type;
|
|
|
|
|
2009-08-12 08:16:10 +00:00
|
|
|
if(but->rnaprop==NULL)
|
|
|
|
return 0;
|
2010-09-16 04:19:22 +00:00
|
|
|
|
2010-01-25 06:24:05 +00:00
|
|
|
unit_type = RNA_SUBTYPE_UNIT(RNA_property_subtype(but->rnaprop));
|
2010-09-16 04:19:22 +00:00
|
|
|
|
|
|
|
#if 0 // removed so angle buttons get correct snapping
|
2010-01-25 10:05:17 +00:00
|
|
|
if (scene->unit.flag & USER_UNIT_ROT_RADIANS && unit_type == PROP_UNIT_ROTATION)
|
|
|
|
return 0;
|
2010-09-16 04:19:22 +00:00
|
|
|
#endif
|
2010-02-15 21:07:14 +00:00
|
|
|
|
|
|
|
/* for now disable time unit conversion */
|
|
|
|
if (unit_type == PROP_UNIT_TIME)
|
|
|
|
return 0;
|
|
|
|
|
2010-01-25 10:05:17 +00:00
|
|
|
if (scene->unit.system == USER_UNIT_NONE) {
|
2010-01-25 06:24:05 +00:00
|
|
|
if (unit_type != PROP_UNIT_ROTATION)
|
|
|
|
return 0;
|
|
|
|
}
|
2009-08-12 08:16:10 +00:00
|
|
|
|
2010-01-25 06:24:05 +00:00
|
|
|
if(unit_type == PROP_UNIT_NONE)
|
2009-08-12 08:16:10 +00:00
|
|
|
return 0;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
double ui_get_but_val(uiBut *but)
|
|
|
|
{
|
|
|
|
PropertyRNA *prop;
|
|
|
|
double value = 0.0;
|
|
|
|
|
|
|
|
if(but->editval) { return *(but->editval); }
|
|
|
|
if(but->poin==NULL && but->rnapoin.data==NULL) return 0.0;
|
|
|
|
|
|
|
|
if(but->rnaprop) {
|
|
|
|
prop= but->rnaprop;
|
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
switch(RNA_property_type(prop)) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
case PROP_BOOLEAN:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
value= RNA_property_boolean_get_index(&but->rnapoin, prop, but->rnaindex);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
value= RNA_property_boolean_get(&but->rnapoin, prop);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
case PROP_INT:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
value= RNA_property_int_get_index(&but->rnapoin, prop, but->rnaindex);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
value= RNA_property_int_get(&but->rnapoin, prop);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
case PROP_FLOAT:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
value= RNA_property_float_get_index(&but->rnapoin, prop, but->rnaindex);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
value= RNA_property_float_get(&but->rnapoin, prop);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
case PROP_ENUM:
|
2008-11-24 15:51:55 +00:00
|
|
|
value= RNA_property_enum_get(&but->rnapoin, prop);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
value= 0.0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->type== HSVSLI) {
|
|
|
|
float h, s, v, *fp;
|
|
|
|
|
|
|
|
fp= (but->editvec)? but->editvec: (float *)but->poin;
|
|
|
|
rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v);
|
|
|
|
|
|
|
|
switch(but->str[0]) {
|
|
|
|
case 'H': value= h; break;
|
|
|
|
case 'S': value= s; break;
|
|
|
|
case 'V': value= v; break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( but->pointype == CHA ) {
|
|
|
|
value= *(char *)but->poin;
|
|
|
|
}
|
|
|
|
else if( but->pointype == SHO ) {
|
|
|
|
value= *(short *)but->poin;
|
|
|
|
}
|
|
|
|
else if( but->pointype == INT ) {
|
|
|
|
value= *(int *)but->poin;
|
|
|
|
}
|
|
|
|
else if( but->pointype == FLO ) {
|
|
|
|
value= *(float *)but->poin;
|
|
|
|
}
|
|
|
|
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ui_set_but_val(uiBut *but, double value)
|
|
|
|
{
|
|
|
|
PropertyRNA *prop;
|
|
|
|
|
|
|
|
/* value is a hsv value: convert to rgb */
|
|
|
|
if(but->rnaprop) {
|
|
|
|
prop= but->rnaprop;
|
|
|
|
|
2008-11-24 15:51:55 +00:00
|
|
|
if(RNA_property_editable(&but->rnapoin, prop)) {
|
2009-04-19 13:37:59 +00:00
|
|
|
switch(RNA_property_type(prop)) {
|
2008-11-24 12:12:24 +00:00
|
|
|
case PROP_BOOLEAN:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
RNA_property_boolean_set_index(&but->rnapoin, prop, but->rnaindex, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
RNA_property_boolean_set(&but->rnapoin, prop, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
break;
|
|
|
|
case PROP_INT:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
RNA_property_int_set_index(&but->rnapoin, prop, but->rnaindex, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
RNA_property_int_set(&but->rnapoin, prop, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
break;
|
|
|
|
case PROP_FLOAT:
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, prop))
|
2009-02-02 19:57:57 +00:00
|
|
|
RNA_property_float_set_index(&but->rnapoin, prop, but->rnaindex, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
else
|
2008-11-24 15:51:55 +00:00
|
|
|
RNA_property_float_set(&but->rnapoin, prop, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
break;
|
|
|
|
case PROP_ENUM:
|
2008-11-24 15:51:55 +00:00
|
|
|
RNA_property_enum_set(&but->rnapoin, prop, value);
|
2008-11-24 12:12:24 +00:00
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->pointype==0);
|
|
|
|
else if(but->type==HSVSLI ) {
|
|
|
|
float h, s, v, *fp;
|
|
|
|
|
|
|
|
fp= (but->editvec)? but->editvec: (float *)but->poin;
|
|
|
|
rgb_to_hsv(fp[0], fp[1], fp[2], &h, &s, &v);
|
|
|
|
|
|
|
|
switch(but->str[0]) {
|
|
|
|
case 'H': h= value; break;
|
|
|
|
case 'S': s= value; break;
|
|
|
|
case 'V': v= value; break;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsv_to_rgb(h, s, v, fp, fp+1, fp+2);
|
|
|
|
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* first do rounding */
|
|
|
|
if(but->pointype==CHA)
|
|
|
|
value= (char)floor(value+0.5);
|
|
|
|
else if(but->pointype==SHO ) {
|
|
|
|
/* gcc 3.2.1 seems to have problems
|
|
|
|
* casting a double like 32772.0 to
|
|
|
|
* a short so we cast to an int, then
|
|
|
|
to a short */
|
|
|
|
int gcckludge;
|
|
|
|
gcckludge = (int) floor(value+0.5);
|
|
|
|
value= (short)gcckludge;
|
|
|
|
}
|
|
|
|
else if(but->pointype==INT )
|
|
|
|
value= (int)floor(value+0.5);
|
|
|
|
else if(but->pointype==FLO ) {
|
|
|
|
float fval= (float)value;
|
|
|
|
if(fval>= -0.00001f && fval<= 0.00001f) fval= 0.0f; /* prevent negative zero */
|
|
|
|
value= fval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* then set value with possible edit override */
|
|
|
|
if(but->editval)
|
|
|
|
*but->editval= value;
|
|
|
|
else if(but->pointype==CHA)
|
|
|
|
*((char *)but->poin)= (char)value;
|
|
|
|
else if(but->pointype==SHO)
|
|
|
|
*((short *)but->poin)= (short)value;
|
|
|
|
else if(but->pointype==INT)
|
|
|
|
*((int *)but->poin)= (int)value;
|
|
|
|
else if(but->pointype==FLO)
|
|
|
|
*((float *)but->poin)= (float)value;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* update select flag */
|
|
|
|
ui_is_but_sel(but);
|
|
|
|
}
|
|
|
|
|
2009-03-30 17:31:37 +00:00
|
|
|
int ui_get_but_string_max_length(uiBut *but)
|
|
|
|
{
|
2010-01-14 09:56:41 +00:00
|
|
|
if(ELEM(but->type, TEX, SEARCH_MENU))
|
2009-03-30 17:31:37 +00:00
|
|
|
return but->hardmax;
|
|
|
|
else if(but->type == IDPOIN)
|
|
|
|
return sizeof(((ID*)NULL)->name)-2;
|
|
|
|
else
|
|
|
|
return UI_MAX_DRAW_STR;
|
|
|
|
}
|
|
|
|
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
static double ui_get_but_scale_unit(uiBut *but, double value)
|
|
|
|
{
|
2009-08-13 07:37:41 +00:00
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
2010-01-25 06:24:05 +00:00
|
|
|
int subtype= RNA_SUBTYPE_UNIT(RNA_property_subtype(but->rnaprop));
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
|
2010-01-25 06:24:05 +00:00
|
|
|
if(subtype == PROP_UNIT_LENGTH) {
|
2009-08-13 07:37:41 +00:00
|
|
|
return value * scene->unit.scale_length;
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
}
|
2010-02-02 23:03:56 +00:00
|
|
|
else if(subtype == PROP_UNIT_AREA) {
|
|
|
|
return value * pow(scene->unit.scale_length, 2);
|
|
|
|
}
|
|
|
|
else if(subtype == PROP_UNIT_VOLUME) {
|
|
|
|
return value * pow(scene->unit.scale_length, 3);
|
|
|
|
}
|
2010-01-25 06:24:05 +00:00
|
|
|
else if(subtype == PROP_UNIT_TIME) { /* WARNING - using evil_C :| */
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
return FRA2TIME(value);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
patch [#23758] Better handling of UTF chars in UNITS fields (lengths, angles, etc.)
from Lorenzo Tozzi (oni_niubbo) with minor edits.
--- from the tracker
The present situation is this: due to bug#22274, during editing, UTF chars are stripped from buttons with a unit associated
(length, angles, etc.).
Example: if the button displays '90°' and you click on it with LMB, the editing string will become '90'.
The problem arises if you use microns: '34µm' becomes '34' that blender interprets as 34 meters. So clicking on a button
and hitting enter won't confirm the previous value, but will change it (very badly also).
Of course nobody is using microns in blender, but the problem will arise when we will implement areas and option 'Separate
Units' will be enabled. The value '2m² 3cm²' will become '2m' during editing.
This patch solves the problem rewriting the string in a smarter way than just stripping the UTF chars: the unit is translated
from unit->name_short ('µm') to unit->name_alt ('um'). So clicking on '34µm' the editing string will become
'34um'.
--- end
note: rather then allowing empty strings in name_alt field I made it so if the unit system was the default one a NULL name_alt will just strip the string, since its the default its not needed.
2010-09-15 17:37:00 +00:00
|
|
|
/* str will be overwritten */
|
|
|
|
void ui_convert_to_unit_alt_name(uiBut *but, char *str, int maxlen)
|
|
|
|
{
|
|
|
|
if(ui_is_but_unit(but)) {
|
|
|
|
int unit_type= RNA_SUBTYPE_UNIT_VALUE(RNA_property_subtype(but->rnaprop));
|
|
|
|
char *orig_str;
|
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
|
|
|
|
|
|
|
orig_str= MEM_callocN(sizeof(char)*maxlen + 1, "textedit sub str");
|
|
|
|
memcpy(orig_str, str, maxlen);
|
|
|
|
|
|
|
|
bUnit_ToUnitAltName(str, maxlen, orig_str, scene->unit.system, unit_type);
|
|
|
|
|
|
|
|
MEM_freeN(orig_str);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-08-13 17:05:27 +00:00
|
|
|
static void ui_get_but_string_unit(uiBut *but, char *str, int len_max, double value, int pad)
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
{
|
2009-08-13 07:37:41 +00:00
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
|
|
|
int do_split= scene->unit.flag & USER_UNIT_OPT_SPLIT;
|
2009-08-12 07:23:10 +00:00
|
|
|
int unit_type= RNA_SUBTYPE_UNIT_VALUE(RNA_property_subtype(but->rnaprop));
|
2009-11-18 20:01:35 +00:00
|
|
|
int precision= but->a2;
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
|
2009-08-13 07:37:41 +00:00
|
|
|
if(scene->unit.scale_length<0.0001) scene->unit.scale_length= 1.0; // XXX do_versions
|
|
|
|
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
/* Sanity checks */
|
2009-11-18 20:01:35 +00:00
|
|
|
if(precision>4) precision= 4;
|
|
|
|
else if(precision==0) precision= 2;
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
|
2009-11-18 20:01:35 +00:00
|
|
|
bUnit_AsString(str, len_max, ui_get_but_scale_unit(but, value), precision, scene->unit.system, unit_type, do_split, pad);
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
}
|
|
|
|
|
2010-07-24 00:24:58 +00:00
|
|
|
static float ui_get_but_step_unit(uiBut *but, float step_default)
|
2009-08-12 08:16:10 +00:00
|
|
|
{
|
2009-08-13 07:37:41 +00:00
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
2009-08-12 08:16:10 +00:00
|
|
|
int unit_type= RNA_SUBTYPE_UNIT_VALUE(RNA_property_subtype(but->rnaprop));
|
|
|
|
float step;
|
|
|
|
|
2010-07-24 00:24:58 +00:00
|
|
|
step = bUnit_ClosestScalar(ui_get_but_scale_unit(but, step_default), scene->unit.system, unit_type);
|
2009-08-12 08:16:10 +00:00
|
|
|
|
|
|
|
if(step > 0.0) { /* -1 is an error value */
|
|
|
|
return (step/ui_get_but_scale_unit(but, 1.0))*100;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return step_default;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
added time units, currently only used when metric or imperial are enabled.
long/short units...
day,d, hour,hr,h, minute,min,m, second,sec,s, millisecond,ms, microsecond,us
Also may fix some bugs that were reported.
Note, to convert fps to time evil_C needs to be used to get the scene.
2009-08-12 05:20:16 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
void ui_get_but_string(uiBut *but, char *str, int maxlen)
|
|
|
|
{
|
2009-06-02 18:10:06 +00:00
|
|
|
if(but->rnaprop && ELEM3(but->type, TEX, IDPOIN, SEARCH_MENU)) {
|
2009-03-30 17:31:37 +00:00
|
|
|
PropertyType type;
|
|
|
|
char *buf= NULL;
|
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
type= RNA_property_type(but->rnaprop);
|
2009-03-30 17:31:37 +00:00
|
|
|
|
|
|
|
if(type == PROP_STRING) {
|
|
|
|
/* RNA string */
|
|
|
|
buf= RNA_property_string_get_alloc(&but->rnapoin, but->rnaprop, str, maxlen);
|
|
|
|
}
|
|
|
|
else if(type == PROP_POINTER) {
|
|
|
|
/* RNA pointer */
|
|
|
|
PointerRNA ptr= RNA_property_pointer_get(&but->rnapoin, but->rnaprop);
|
2009-06-24 14:03:55 +00:00
|
|
|
buf= RNA_struct_name_get_alloc(&ptr, str, maxlen);
|
2009-03-30 17:31:37 +00:00
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-06-24 14:03:55 +00:00
|
|
|
if(!buf) {
|
2010-02-08 19:24:13 +00:00
|
|
|
str[0] = '\0';
|
2009-06-24 14:03:55 +00:00
|
|
|
}
|
|
|
|
else if(buf && buf != str) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* string was too long, we have to truncate */
|
|
|
|
BLI_strncpy(str, buf, maxlen);
|
|
|
|
MEM_freeN(buf);
|
|
|
|
}
|
|
|
|
}
|
2009-03-30 17:31:37 +00:00
|
|
|
else if(but->type == IDPOIN) {
|
|
|
|
/* ID pointer */
|
2010-01-30 15:44:11 +00:00
|
|
|
if(but->idpoin_idpp) { /* Can be NULL for ID properties by python */
|
|
|
|
ID *id= *(but->idpoin_idpp);
|
2010-02-08 19:24:13 +00:00
|
|
|
if(id) {
|
2010-01-30 15:44:11 +00:00
|
|
|
BLI_strncpy(str, id->name+2, maxlen);
|
2010-02-08 19:24:13 +00:00
|
|
|
return;
|
|
|
|
}
|
2010-01-30 15:44:11 +00:00
|
|
|
}
|
2010-02-08 19:24:13 +00:00
|
|
|
str[0] = '\0';
|
2009-03-30 17:31:37 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if(but->type == TEX) {
|
|
|
|
/* string */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
BLI_strncpy(str, but->poin, maxlen);
|
2009-03-30 17:31:37 +00:00
|
|
|
return;
|
|
|
|
}
|
2009-06-02 18:10:06 +00:00
|
|
|
else if(but->type == SEARCH_MENU) {
|
|
|
|
/* string */
|
|
|
|
BLI_strncpy(str, but->poin, maxlen);
|
|
|
|
return;
|
|
|
|
}
|
2009-07-12 02:06:15 +00:00
|
|
|
else if(ui_but_anim_expression_get(but, str, maxlen))
|
|
|
|
; /* driver expression */
|
2009-03-30 17:31:37 +00:00
|
|
|
else {
|
2009-07-12 02:06:15 +00:00
|
|
|
/* number editing */
|
2009-03-30 17:31:37 +00:00
|
|
|
double value;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-03-30 17:31:37 +00:00
|
|
|
value= ui_get_but_val(but);
|
|
|
|
|
|
|
|
if(ui_is_but_float(but)) {
|
2009-08-12 08:16:10 +00:00
|
|
|
if(ui_is_but_unit(but)) {
|
2009-08-13 17:05:27 +00:00
|
|
|
ui_get_but_string_unit(but, str, maxlen, value, 0);
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
}
|
|
|
|
else if(but->a2) { /* amount of digits defined */
|
2009-03-30 17:31:37 +00:00
|
|
|
if(but->a2==1) BLI_snprintf(str, maxlen, "%.1f", value);
|
|
|
|
else if(but->a2==2) BLI_snprintf(str, maxlen, "%.2f", value);
|
|
|
|
else if(but->a2==3) BLI_snprintf(str, maxlen, "%.3f", value);
|
|
|
|
else BLI_snprintf(str, maxlen, "%.4f", value);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
BLI_snprintf(str, maxlen, "%.3f", value);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
BLI_snprintf(str, maxlen, "%d", (int)value);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2009-03-30 17:31:37 +00:00
|
|
|
int ui_set_but_string(bContext *C, uiBut *but, const char *str)
|
|
|
|
{
|
2009-06-02 18:10:06 +00:00
|
|
|
if(but->rnaprop && ELEM3(but->type, TEX, IDPOIN, SEARCH_MENU)) {
|
2009-03-30 17:31:37 +00:00
|
|
|
if(RNA_property_editable(&but->rnapoin, but->rnaprop)) {
|
|
|
|
PropertyType type;
|
|
|
|
|
2009-04-19 13:37:59 +00:00
|
|
|
type= RNA_property_type(but->rnaprop);
|
2009-03-30 17:31:37 +00:00
|
|
|
|
|
|
|
if(type == PROP_STRING) {
|
|
|
|
/* RNA string */
|
|
|
|
RNA_property_string_set(&but->rnapoin, but->rnaprop, str);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if(type == PROP_POINTER) {
|
|
|
|
/* RNA pointer */
|
|
|
|
PointerRNA ptr, rptr;
|
|
|
|
PropertyRNA *prop;
|
|
|
|
|
2009-05-27 00:03:49 +00:00
|
|
|
if(str == NULL || str[0] == '\0') {
|
2009-06-27 01:15:31 +00:00
|
|
|
RNA_property_pointer_set(&but->rnapoin, but->rnaprop, PointerRNA_NULL);
|
2009-06-07 13:09:18 +00:00
|
|
|
return 1;
|
2009-05-27 00:03:49 +00:00
|
|
|
}
|
2009-06-27 01:15:31 +00:00
|
|
|
else {
|
|
|
|
ptr= but->rnasearchpoin;
|
|
|
|
prop= but->rnasearchprop;
|
|
|
|
|
|
|
|
if(prop && RNA_property_collection_lookup_string(&ptr, prop, str, &rptr))
|
|
|
|
RNA_property_pointer_set(&but->rnapoin, but->rnaprop, rptr);
|
|
|
|
|
2009-03-30 17:31:37 +00:00
|
|
|
return 1;
|
|
|
|
}
|
2009-06-27 01:15:31 +00:00
|
|
|
|
|
|
|
return 0;
|
2009-03-30 17:31:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(but->type == IDPOIN) {
|
|
|
|
/* ID pointer */
|
2010-03-22 09:30:00 +00:00
|
|
|
but->idpoin_func(C, (char*)str, but->idpoin_idpp);
|
2009-03-30 17:31:37 +00:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else if(but->type == TEX) {
|
|
|
|
/* string */
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
BLI_strncpy(but->poin, str, but->hardmax);
|
2009-03-30 17:31:37 +00:00
|
|
|
return 1;
|
|
|
|
}
|
2009-06-02 18:10:06 +00:00
|
|
|
else if(but->type == SEARCH_MENU) {
|
|
|
|
/* string */
|
|
|
|
BLI_strncpy(but->poin, str, but->hardmax);
|
|
|
|
return 1;
|
|
|
|
}
|
2009-07-12 02:06:15 +00:00
|
|
|
else if(ui_but_anim_expression_set(but, str)) {
|
|
|
|
/* driver expression */
|
|
|
|
return 1;
|
|
|
|
}
|
2009-03-30 17:31:37 +00:00
|
|
|
else {
|
2009-07-12 02:06:15 +00:00
|
|
|
/* number editing */
|
2009-03-30 17:31:37 +00:00
|
|
|
double value;
|
|
|
|
|
2009-08-10 11:58:53 +00:00
|
|
|
#ifndef DISABLE_PYTHON
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
{
|
2009-08-13 11:54:12 +00:00
|
|
|
char str_unit_convert[256];
|
|
|
|
int unit_type;
|
2009-08-13 17:05:27 +00:00
|
|
|
Scene *scene= CTX_data_scene((bContext *)but->block->evil_C);
|
|
|
|
|
|
|
|
if(but->rnaprop)
|
|
|
|
unit_type= RNA_SUBTYPE_UNIT_VALUE(RNA_property_subtype(but->rnaprop));
|
2009-08-13 11:54:12 +00:00
|
|
|
else
|
|
|
|
unit_type= 0;
|
2009-08-13 17:05:27 +00:00
|
|
|
|
|
|
|
BLI_strncpy(str_unit_convert, str, sizeof(str_unit_convert));
|
|
|
|
|
2010-01-25 06:24:05 +00:00
|
|
|
if(ui_is_but_unit(but)) {
|
2009-08-12 07:23:10 +00:00
|
|
|
/* ugly, use the draw string to get the value, this could cause problems if it includes some text which resolves to a unit */
|
2009-08-13 17:05:27 +00:00
|
|
|
bUnit_ReplaceString(str_unit_convert, sizeof(str_unit_convert), but->drawstr, ui_get_but_scale_unit(but, 1.0), scene->unit.system, unit_type);
|
2009-08-12 05:53:12 +00:00
|
|
|
}
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
|
2010-05-30 14:05:58 +00:00
|
|
|
if(BPY_eval_button(C, str_unit_convert, &value)) {
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
value = ui_get_but_val(but); /* use its original value */
|
|
|
|
|
|
|
|
if(str[0])
|
|
|
|
return 0;
|
|
|
|
}
|
2009-03-30 17:31:37 +00:00
|
|
|
}
|
|
|
|
#else
|
|
|
|
value= atof(str);
|
|
|
|
#endif
|
|
|
|
|
2010-08-01 14:23:06 +00:00
|
|
|
if(!ui_is_but_float(but)) value= (int)floor(value + 0.5);
|
2009-03-30 17:31:37 +00:00
|
|
|
if(but->type==NUMABS) value= fabs(value);
|
|
|
|
|
|
|
|
/* not that we use hard limits here */
|
|
|
|
if(value<but->hardmin) value= but->hardmin;
|
|
|
|
if(value>but->hardmax) value= but->hardmax;
|
|
|
|
|
|
|
|
ui_set_but_val(but, value);
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
}
|
|
|
|
|
2010-01-20 04:19:55 +00:00
|
|
|
void ui_set_but_default(bContext *C, uiBut *but)
|
|
|
|
{
|
|
|
|
/* if there is a valid property that is editable... */
|
|
|
|
if (but->rnapoin.data && but->rnaprop && RNA_property_editable(&but->rnapoin, but->rnaprop)) {
|
|
|
|
if(RNA_property_reset(&but->rnapoin, but->rnaprop, -1)) {
|
|
|
|
/* perform updates required for this property */
|
|
|
|
RNA_property_update(C, &but->rnapoin, but->rnaprop);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
static double soft_range_round_up(double value, double max)
|
|
|
|
{
|
|
|
|
/* round up to .., 0.1, 0.2, 0.5, 1, 2, 5, 10, 20, 50, .. */
|
|
|
|
double newmax= pow(10.0, ceil(log(value)/log(10.0)));
|
|
|
|
|
|
|
|
if(newmax*0.2 >= max && newmax*0.2 >= value)
|
|
|
|
return newmax*0.2;
|
|
|
|
else if(newmax*0.5 >= max && newmax*0.5 >= value)
|
|
|
|
return newmax*0.5;
|
|
|
|
else
|
|
|
|
return newmax;
|
|
|
|
}
|
|
|
|
|
|
|
|
static double soft_range_round_down(double value, double max)
|
|
|
|
{
|
|
|
|
/* round down to .., 0.1, 0.2, 0.5, 1, 2, 5, 10, 20, 50, .. */
|
|
|
|
double newmax= pow(10.0, floor(log(value)/log(10.0)));
|
|
|
|
|
|
|
|
if(newmax*5.0 <= max && newmax*5.0 <= value)
|
|
|
|
return newmax*5.0;
|
|
|
|
else if(newmax*2.0 <= max && newmax*2.0 <= value)
|
|
|
|
return newmax*2.0;
|
|
|
|
else
|
|
|
|
return newmax;
|
|
|
|
}
|
|
|
|
|
|
|
|
void ui_set_but_soft_range(uiBut *but, double value)
|
|
|
|
{
|
|
|
|
PropertyType type;
|
|
|
|
double softmin, softmax, step, precision;
|
|
|
|
|
|
|
|
if(but->rnaprop) {
|
2009-04-19 13:37:59 +00:00
|
|
|
type= RNA_property_type(but->rnaprop);
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
|
2010-01-26 17:14:13 +00:00
|
|
|
/* clamp button range to something reasonable in case
|
|
|
|
* we get -inf/inf from RNA properties */
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(type == PROP_INT) {
|
|
|
|
int imin, imax, istep;
|
|
|
|
|
|
|
|
RNA_property_int_ui_range(&but->rnapoin, but->rnaprop, &imin, &imax, &istep);
|
2010-01-26 17:14:13 +00:00
|
|
|
softmin= (imin == INT_MIN)? -1e4: imin;
|
|
|
|
softmax= (imin == INT_MAX)? 1e4: imax;
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
step= istep;
|
|
|
|
precision= 1;
|
|
|
|
}
|
|
|
|
else if(type == PROP_FLOAT) {
|
|
|
|
float fmin, fmax, fstep, fprecision;
|
|
|
|
|
|
|
|
RNA_property_float_ui_range(&but->rnapoin, but->rnaprop, &fmin, &fmax, &fstep, &fprecision);
|
2010-01-26 17:14:13 +00:00
|
|
|
softmin= (fmin == -FLT_MAX)? -1e4: fmin;
|
|
|
|
softmax= (fmax == FLT_MAX)? 1e4: fmax;
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
step= fstep;
|
|
|
|
precision= fprecision;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return;
|
|
|
|
|
|
|
|
/* if the value goes out of the soft/max range, adapt the range */
|
|
|
|
if(value+1e-10 < softmin) {
|
|
|
|
if(value < 0.0)
|
|
|
|
softmin= -soft_range_round_up(-value, -softmin);
|
|
|
|
else
|
|
|
|
softmin= soft_range_round_down(value, softmin);
|
|
|
|
|
|
|
|
if(softmin < but->hardmin)
|
|
|
|
softmin= but->hardmin;
|
|
|
|
}
|
|
|
|
else if(value-1e-10 > softmax) {
|
|
|
|
if(value < 0.0)
|
|
|
|
softmax= -soft_range_round_down(-value, -softmax);
|
|
|
|
else
|
|
|
|
softmax= soft_range_round_up(value, softmax);
|
|
|
|
|
|
|
|
if(softmax > but->hardmax)
|
|
|
|
softmax= but->hardmax;
|
|
|
|
}
|
|
|
|
|
|
|
|
but->softmin= softmin;
|
|
|
|
but->softmax= softmax;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ******************* Free ********************/
|
|
|
|
|
|
|
|
static void ui_free_link(uiLink *link)
|
|
|
|
{
|
|
|
|
if(link) {
|
|
|
|
BLI_freelistN(&link->lines);
|
|
|
|
MEM_freeN(link);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-02-17 15:53:52 +00:00
|
|
|
/* can be called with C==NULL */
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
static void ui_free_but(const bContext *C, uiBut *but)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2009-01-01 20:44:40 +00:00
|
|
|
if(but->opptr) {
|
|
|
|
WM_operator_properties_free(but->opptr);
|
|
|
|
MEM_freeN(but->opptr);
|
2008-12-16 20:03:28 +00:00
|
|
|
}
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
if(but->func_argN) MEM_freeN(but->func_argN);
|
2009-02-17 15:53:52 +00:00
|
|
|
if(but->active) {
|
2010-08-25 09:33:48 +00:00
|
|
|
/* XXX solve later, buttons should be free-able without context ideally,
|
|
|
|
however they may have open tooltips or popup windows, which need to
|
|
|
|
be closed using a context pointer */
|
2009-02-17 15:53:52 +00:00
|
|
|
if(C)
|
2010-08-25 09:33:48 +00:00
|
|
|
ui_button_active_free(C, but);
|
2009-02-17 15:53:52 +00:00
|
|
|
else
|
|
|
|
if(but->active)
|
|
|
|
MEM_freeN(but->active);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(but->str && but->str != but->strdata) MEM_freeN(but->str);
|
|
|
|
ui_free_link(but->link);
|
|
|
|
|
|
|
|
MEM_freeN(but);
|
|
|
|
}
|
|
|
|
|
2009-02-17 15:53:52 +00:00
|
|
|
/* can be called with C==NULL */
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
void uiFreeBlock(const bContext *C, uiBlock *block)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
|
|
|
while( (but= block->buttons.first) ) {
|
|
|
|
BLI_remlink(&block->buttons, but);
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
ui_free_but(C, but);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2009-09-16 18:47:42 +00:00
|
|
|
if(block->func_argN)
|
|
|
|
MEM_freeN(block->func_argN);
|
|
|
|
|
2009-05-28 23:13:42 +00:00
|
|
|
CTX_store_free_list(&block->contexts);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
BLI_freelistN(&block->saferct);
|
|
|
|
|
|
|
|
MEM_freeN(block);
|
|
|
|
}
|
|
|
|
|
2009-02-17 15:53:52 +00:00
|
|
|
/* can be called with C==NULL */
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
void uiFreeBlocks(const bContext *C, ListBase *lb)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBlock *block;
|
|
|
|
|
|
|
|
while( (block= lb->first) ) {
|
|
|
|
BLI_remlink(lb, block);
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
uiFreeBlock(C, block);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-12-26 13:11:04 +00:00
|
|
|
void uiFreeInactiveBlocks(const bContext *C, ListBase *lb)
|
|
|
|
{
|
|
|
|
uiBlock *block, *nextblock;
|
|
|
|
|
|
|
|
for(block=lb->first; block; block=nextblock) {
|
|
|
|
nextblock= block->next;
|
|
|
|
|
|
|
|
if(!block->handle) {
|
|
|
|
if(!block->active) {
|
|
|
|
BLI_remlink(lb, block);
|
2008-12-26 20:25:02 +00:00
|
|
|
uiFreeBlock(C, block);
|
2008-12-26 13:11:04 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
block->active= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
void uiBlockSetRegion(uiBlock *block, ARegion *region)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
ListBase *lb;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
uiBlock *oldblock= NULL;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
lb= ®ion->uiblocks;
|
|
|
|
|
|
|
|
/* each listbase only has one block with this name, free block
|
|
|
|
* if is already there so it can be rebuilt from scratch */
|
|
|
|
if(lb) {
|
|
|
|
for (oldblock= lb->first; oldblock; oldblock= oldblock->next)
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if (BLI_streq(oldblock->name, block->name))
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
2008-12-26 13:11:04 +00:00
|
|
|
if (oldblock) {
|
|
|
|
oldblock->active= 0;
|
|
|
|
oldblock->panel= NULL;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
block->oldblock= oldblock;
|
|
|
|
|
|
|
|
/* at the beginning of the list! for dynamical menus/blocks */
|
|
|
|
if(lb)
|
|
|
|
BLI_addhead(lb, block);
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
uiBlock *uiBeginBlock(const bContext *C, ARegion *region, const char *name, short dt)
|
|
|
|
{
|
|
|
|
uiBlock *block;
|
|
|
|
wmWindow *window;
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
|
|
|
Scene *scn;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
int getsizex, getsizey;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
window= CTX_wm_window(C);
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
|
|
|
scn = CTX_data_scene(C);
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
|
|
|
|
block= MEM_callocN(sizeof(uiBlock), "uiBlock");
|
|
|
|
block->active= 1;
|
|
|
|
block->dt= dt;
|
2009-07-10 20:43:32 +00:00
|
|
|
block->evil_C= (void*)C; // XXX
|
Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
|
|
|
if (scn) block->color_profile= (scn->r.color_mgt_flag & R_COLOR_MANAGEMENT);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
BLI_strncpy(block->name, name, sizeof(block->name));
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(region)
|
|
|
|
uiBlockSetRegion(block, region);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* window matrix and aspect */
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(region && region->swinid) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
wm_subwindow_getmatrix(window, region->swinid, block->winmat);
|
|
|
|
wm_subwindow_getsize(window, region->swinid, &getsizex, &getsizey);
|
|
|
|
|
|
|
|
/* TODO - investigate why block->winmat[0][0] is negative
|
|
|
|
* in the image view when viewRedrawForce is called */
|
|
|
|
block->aspect= 2.0/fabs( (getsizex)*block->winmat[0][0]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* no subwindow created yet, for menus for example, so we
|
|
|
|
* use the main window instead, since buttons are created
|
|
|
|
* there anyway */
|
2009-02-13 13:55:57 +00:00
|
|
|
wm_subwindow_getmatrix(window, window->screen->mainwin, block->winmat);
|
|
|
|
wm_subwindow_getsize(window, window->screen->mainwin, &getsizex, &getsizey);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
block->aspect= 2.0/fabs(getsizex*block->winmat[0][0]);
|
|
|
|
block->auto_open= 2;
|
2009-01-15 04:13:38 +00:00
|
|
|
block->flag |= UI_BLOCK_LOOP; /* tag as menu */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return block;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBlock *uiGetBlock(char *name, ARegion *ar)
|
|
|
|
{
|
|
|
|
uiBlock *block= ar->uiblocks.first;
|
|
|
|
|
|
|
|
while(block) {
|
|
|
|
if( strcmp(name, block->name)==0 ) return block;
|
|
|
|
block= block->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
void uiBlockSetEmboss(uiBlock *block, short dt)
|
|
|
|
{
|
|
|
|
block->dt= dt;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
void ui_check_but(uiBut *but)
|
|
|
|
{
|
|
|
|
/* if something changed in the button */
|
|
|
|
double value;
|
|
|
|
float okwidth;
|
2009-06-02 18:10:06 +00:00
|
|
|
// int transopts= ui_translate_buttons();
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
ui_is_but_sel(but);
|
|
|
|
|
2009-06-02 18:10:06 +00:00
|
|
|
// if(but->type==TEX || but->type==IDPOIN) transopts= 0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2010-03-12 14:18:14 +00:00
|
|
|
/* only update soft range while not editing */
|
|
|
|
if(but->rnaprop && !(but->editval || but->editstr || but->editvec))
|
|
|
|
ui_set_but_soft_range(but, ui_get_but_val(but));
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* test for min and max, icon sliders, etc */
|
|
|
|
switch( but->type ) {
|
|
|
|
case NUM:
|
|
|
|
case SLI:
|
|
|
|
case SCROLL:
|
|
|
|
case NUMSLI:
|
|
|
|
case HSVSLI:
|
|
|
|
value= ui_get_but_val(but);
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(value < but->hardmin) ui_set_but_val(but, but->hardmin);
|
|
|
|
else if(value > but->hardmax) ui_set_but_val(but, but->hardmax);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case NUMABS:
|
|
|
|
value= fabs( ui_get_but_val(but) );
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(value < but->hardmin) ui_set_but_val(but, but->hardmin);
|
|
|
|
else if(value > but->hardmax) ui_set_but_val(but, but->hardmax);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case ICONTOG:
|
|
|
|
case ICONTOGN:
|
2009-06-16 01:08:39 +00:00
|
|
|
if(!but->rnaprop || (RNA_property_flag(but->rnaprop) & PROP_ICONS_CONSECUTIVE)) {
|
|
|
|
if(but->flag & UI_SELECT) but->iconadd= 1;
|
|
|
|
else but->iconadd= 0;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case ICONROW:
|
2009-06-16 01:08:39 +00:00
|
|
|
if(!but->rnaprop || (RNA_property_flag(but->rnaprop) & PROP_ICONS_CONSECUTIVE)) {
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
but->iconadd= (int)value- (int)(but->hardmin);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case ICONTEXTROW:
|
2009-06-16 01:08:39 +00:00
|
|
|
if(!but->rnaprop || (RNA_property_flag(but->rnaprop) & PROP_ICONS_CONSECUTIVE)) {
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
but->iconadd= (int)value- (int)(but->hardmin);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* safety is 4 to enable small number buttons (like 'users') */
|
2009-03-08 17:12:59 +00:00
|
|
|
okwidth= -4 + (but->x2 - but->x1);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
/* name: */
|
|
|
|
switch( but->type ) {
|
|
|
|
|
|
|
|
case MENU:
|
|
|
|
case ICONTEXTROW:
|
|
|
|
|
|
|
|
if(but->x2 - but->x1 > 24) {
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
ui_set_name_menu(but, (int)value);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case NUM:
|
|
|
|
case NUMSLI:
|
|
|
|
case HSVSLI:
|
|
|
|
case NUMABS:
|
|
|
|
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
|
|
|
|
if(ui_is_but_float(but)) {
|
2009-01-01 15:52:51 +00:00
|
|
|
if(value == FLT_MAX) sprintf(but->drawstr, "%sinf", but->str);
|
|
|
|
else if(value == -FLT_MAX) sprintf(but->drawstr, "%s-inf", but->str);
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
/* support length type buttons */
|
2009-08-12 08:16:10 +00:00
|
|
|
else if(ui_is_but_unit(but)) {
|
2009-08-13 17:05:27 +00:00
|
|
|
char new_str[sizeof(but->drawstr)];
|
|
|
|
ui_get_but_string_unit(but, new_str, sizeof(new_str), value, TRUE);
|
2009-08-13 18:26:15 +00:00
|
|
|
BLI_snprintf(but->drawstr, sizeof(but->drawstr), "%s%s", but->str, new_str);
|
user interface units, off by default.
- currently only distances work.
- user preferences, edit section to set the units and scale.
- option to display pairs (nicer for imperial display?)
- support for evaluating multiple comma separated values eg: 2',11" ..or.. 5ft, 4mil
- comma separated expressions/values accumulate 1+1,2**3,4cm/3
- attempted fast conversion from a value to a string so button drawing isn't too slow.
* imperial long/short *
- mile, mi
- yard, yd
- foot, '
- inch, "
- thou, mil
* metric long/short *
kilometer, km
meter, m
centimeter, cm
millimeter, mm
micrometer, um
nanometer, nm
picometer, pm
2009-08-11 18:53:01 +00:00
|
|
|
}
|
2008-11-14 18:46:57 +00:00
|
|
|
else if(but->a2) { /* amount of digits defined */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(but->a2==1) sprintf(but->drawstr, "%s%.1f", but->str, value);
|
|
|
|
else if(but->a2==2) sprintf(but->drawstr, "%s%.2f", but->str, value);
|
|
|
|
else if(but->a2==3) sprintf(but->drawstr, "%s%.3f", but->str, value);
|
|
|
|
else sprintf(but->drawstr, "%s%.4f", but->str, value);
|
|
|
|
}
|
|
|
|
else {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
if(but->hardmax<10.001) sprintf(but->drawstr, "%s%.3f", but->str, value);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
else sprintf(but->drawstr, "%s%.2f", but->str, value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sprintf(but->drawstr, "%s%d", but->str, (int)value);
|
|
|
|
}
|
2009-03-09 08:31:45 +00:00
|
|
|
|
|
|
|
if(but->rnaprop) {
|
2009-04-19 13:37:59 +00:00
|
|
|
PropertySubType pstype = RNA_property_subtype(but->rnaprop);
|
2009-03-09 08:31:45 +00:00
|
|
|
|
|
|
|
if (pstype == PROP_PERCENTAGE)
|
|
|
|
strcat(but->drawstr, "%");
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case LABEL:
|
|
|
|
if(ui_is_but_float(but)) {
|
|
|
|
value= ui_get_but_val(but);
|
|
|
|
if(but->a2) { /* amount of digits defined */
|
|
|
|
if(but->a2==1) sprintf(but->drawstr, "%s%.1f", but->str, value);
|
|
|
|
else if(but->a2==2) sprintf(but->drawstr, "%s%.2f", but->str, value);
|
|
|
|
else if(but->a2==3) sprintf(but->drawstr, "%s%.3f", but->str, value);
|
|
|
|
else sprintf(but->drawstr, "%s%.4f", but->str, value);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sprintf(but->drawstr, "%s%.2f", but->str, value);
|
|
|
|
}
|
|
|
|
}
|
2009-11-23 17:55:52 +00:00
|
|
|
else strncpy(but->drawstr, but->str, UI_MAX_DRAW_STR);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
case IDPOIN:
|
|
|
|
case TEX:
|
2009-06-02 18:10:06 +00:00
|
|
|
case SEARCH_MENU:
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(!but->editstr) {
|
|
|
|
char str[UI_MAX_DRAW_STR];
|
|
|
|
|
|
|
|
ui_get_but_string(but, str, UI_MAX_DRAW_STR-strlen(but->str));
|
|
|
|
|
|
|
|
strcpy(but->drawstr, but->str);
|
|
|
|
strcat(but->drawstr, str);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case KEYEVT:
|
2009-11-23 17:55:52 +00:00
|
|
|
strncpy(but->drawstr, but->str, UI_MAX_DRAW_STR);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if (but->flag & UI_SELECT) {
|
|
|
|
strcat(but->drawstr, "Press a key");
|
|
|
|
} else {
|
2008-12-16 07:32:12 +00:00
|
|
|
strcat(but->drawstr, WM_key_event_string((short) ui_get_but_val(but)));
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
break;
|
2009-07-28 16:48:02 +00:00
|
|
|
|
|
|
|
case HOTKEYEVT:
|
|
|
|
if (but->flag & UI_SELECT) {
|
2010-02-08 19:24:13 +00:00
|
|
|
but->drawstr[0]= '\0';
|
2009-07-28 16:48:02 +00:00
|
|
|
|
2009-12-24 09:26:06 +00:00
|
|
|
if(but->modifier_key) {
|
2009-07-28 16:48:02 +00:00
|
|
|
char *str= but->drawstr;
|
|
|
|
|
2009-12-24 09:26:06 +00:00
|
|
|
if(but->modifier_key & KM_SHIFT)
|
2009-07-28 16:48:02 +00:00
|
|
|
str= strcat(str, "Shift ");
|
2009-12-24 09:26:06 +00:00
|
|
|
if(but->modifier_key & KM_CTRL)
|
2009-07-28 16:48:02 +00:00
|
|
|
str= strcat(str, "Ctrl ");
|
2009-12-24 09:26:06 +00:00
|
|
|
if(but->modifier_key & KM_ALT)
|
2009-07-28 16:48:02 +00:00
|
|
|
str= strcat(str, "Alt ");
|
2009-12-24 09:26:06 +00:00
|
|
|
if(but->modifier_key & KM_OSKEY)
|
2009-07-28 16:48:02 +00:00
|
|
|
str= strcat(str, "Cmd ");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
strcat(but->drawstr, "Press a key ");
|
|
|
|
}
|
Key Configuration
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
2009-10-08 18:40:03 +00:00
|
|
|
else
|
2009-11-23 17:55:52 +00:00
|
|
|
strncpy(but->drawstr, but->str, UI_MAX_DRAW_STR);
|
Key Configuration
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
2009-10-08 18:40:03 +00:00
|
|
|
|
2009-07-28 16:48:02 +00:00
|
|
|
break;
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
case BUT_TOGDUAL:
|
|
|
|
/* trying to get the dual-icon to left of text... not very nice */
|
|
|
|
if(but->str[0]) {
|
2009-11-23 17:55:52 +00:00
|
|
|
strncpy(but->drawstr, " ", UI_MAX_DRAW_STR);
|
|
|
|
strncpy(but->drawstr+2, but->str, UI_MAX_DRAW_STR-2);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
break;
|
2010-02-12 14:34:08 +00:00
|
|
|
|
|
|
|
case HSVCUBE:
|
|
|
|
case HSVCIRCLE:
|
|
|
|
{
|
|
|
|
float rgb[3];
|
|
|
|
ui_get_but_vectorf(but, rgb);
|
|
|
|
rgb_to_hsv(rgb[0], rgb[1], rgb[2], but->hsv, but->hsv+1, but->hsv+2);
|
|
|
|
}
|
|
|
|
break;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
default:
|
2009-11-23 17:55:52 +00:00
|
|
|
strncpy(but->drawstr, but->str, UI_MAX_DRAW_STR);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if we are doing text editing, this will override the drawstr */
|
2009-07-28 17:59:59 +00:00
|
|
|
if(but->editstr)
|
2009-11-23 17:55:52 +00:00
|
|
|
strncpy(but->drawstr, but->editstr, UI_MAX_DRAW_STR);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-04-10 14:06:24 +00:00
|
|
|
/* text clipping moved to widget drawing code itself */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void uiBlockBeginAlign(uiBlock *block)
|
|
|
|
{
|
|
|
|
/* if other align was active, end it */
|
|
|
|
if(block->flag & UI_BUT_ALIGN) uiBlockEndAlign(block);
|
|
|
|
|
|
|
|
block->flag |= UI_BUT_ALIGN_DOWN;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
block->alignnr++;
|
|
|
|
|
|
|
|
/* buttons declared after this call will get this align nr */ // XXX flag?
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static int buts_are_horiz(uiBut *but1, uiBut *but2)
|
|
|
|
{
|
|
|
|
float dx, dy;
|
|
|
|
|
|
|
|
dx= fabs( but1->x2 - but2->x1);
|
|
|
|
dy= fabs( but1->y1 - but2->y2);
|
|
|
|
|
|
|
|
if(dx > dy) return 0;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiBlockEndAlign(uiBlock *block)
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
{
|
|
|
|
block->flag &= ~UI_BUT_ALIGN; // all 4 flags
|
|
|
|
}
|
|
|
|
|
2009-05-19 17:13:33 +00:00
|
|
|
int ui_but_can_align(uiBut *but)
|
|
|
|
{
|
2009-05-27 00:03:49 +00:00
|
|
|
return !ELEM3(but->type, LABEL, OPTION, OPTIONN);
|
2009-05-19 17:13:33 +00:00
|
|
|
}
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
static void ui_block_do_align_but(uiBlock *block, uiBut *first, int nr)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *prev, *but=NULL, *next;
|
|
|
|
int flag= 0, cols=0, rows=0;
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
/* auto align */
|
|
|
|
|
|
|
|
for(but=first; but && but->alignnr == nr; but=but->next) {
|
|
|
|
if(but->next && but->next->alignnr == nr) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(buts_are_horiz(but, but->next)) cols++;
|
|
|
|
else rows++;
|
|
|
|
}
|
|
|
|
}
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* rows==0: 1 row, cols==0: 1 collumn */
|
|
|
|
|
|
|
|
/* note; how it uses 'flag' in loop below (either set it, or OR it) is confusing */
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
for(but=first, prev=NULL; but && but->alignnr == nr; prev=but, but=but->next) {
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
next= but->next;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(next && next->alignnr != nr)
|
|
|
|
next= NULL;
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* clear old flag */
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
but->flag &= ~UI_BUT_ALIGN;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if(flag==0) { /* first case */
|
|
|
|
if(next) {
|
|
|
|
if(buts_are_horiz(but, next)) {
|
|
|
|
if(rows==0)
|
|
|
|
flag= UI_BUT_ALIGN_RIGHT;
|
|
|
|
else
|
|
|
|
flag= UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_RIGHT;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
flag= UI_BUT_ALIGN_DOWN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(next==NULL) { /* last case */
|
|
|
|
if(prev) {
|
|
|
|
if(buts_are_horiz(prev, but)) {
|
|
|
|
if(rows==0)
|
|
|
|
flag= UI_BUT_ALIGN_LEFT;
|
|
|
|
else
|
|
|
|
flag= UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_LEFT;
|
|
|
|
}
|
|
|
|
else flag= UI_BUT_ALIGN_TOP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(buts_are_horiz(but, next)) {
|
|
|
|
/* check if this is already second row */
|
|
|
|
if( prev && buts_are_horiz(prev, but)==0) {
|
2009-05-20 14:32:15 +00:00
|
|
|
flag &= ~UI_BUT_ALIGN_LEFT;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
flag |= UI_BUT_ALIGN_TOP;
|
|
|
|
/* exception case: bottom row */
|
|
|
|
if(rows>0) {
|
|
|
|
uiBut *bt= but;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
while(bt && bt->alignnr == nr) {
|
|
|
|
if(bt->next && bt->next->alignnr == nr && buts_are_horiz(bt, bt->next)==0 ) break;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
bt= bt->next;
|
|
|
|
}
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(bt==0 || bt->alignnr != nr) flag= UI_BUT_ALIGN_TOP|UI_BUT_ALIGN_RIGHT;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else flag |= UI_BUT_ALIGN_LEFT;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(cols==0) {
|
|
|
|
flag |= UI_BUT_ALIGN_TOP;
|
|
|
|
}
|
|
|
|
else { /* next button switches to new row */
|
2009-05-20 14:32:15 +00:00
|
|
|
|
|
|
|
if(prev && buts_are_horiz(prev, but))
|
|
|
|
flag |= UI_BUT_ALIGN_LEFT;
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if( (flag & UI_BUT_ALIGN_TOP)==0) { /* stil top row */
|
|
|
|
if(prev)
|
|
|
|
flag= UI_BUT_ALIGN_DOWN|UI_BUT_ALIGN_LEFT;
|
|
|
|
else
|
|
|
|
flag |= UI_BUT_ALIGN_DOWN;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
flag |= UI_BUT_ALIGN_TOP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
but->flag |= flag;
|
|
|
|
|
|
|
|
/* merge coordinates */
|
|
|
|
if(prev) {
|
|
|
|
// simple cases
|
|
|
|
if(rows==0) {
|
|
|
|
but->x1= (prev->x2+but->x1)/2.0;
|
|
|
|
prev->x2= but->x1;
|
|
|
|
}
|
|
|
|
else if(cols==0) {
|
|
|
|
but->y2= (prev->y1+but->y2)/2.0;
|
|
|
|
prev->y1= but->y2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(buts_are_horiz(prev, but)) {
|
|
|
|
but->x1= (prev->x2+but->x1)/2.0;
|
|
|
|
prev->x2= but->x1;
|
|
|
|
/* copy height too */
|
|
|
|
but->y2= prev->y2;
|
|
|
|
}
|
|
|
|
else if(prev->prev && buts_are_horiz(prev->prev, prev)==0) {
|
|
|
|
/* the previous button is a single one in its row */
|
|
|
|
but->y2= (prev->y1+but->y2)/2.0;
|
|
|
|
prev->y1= but->y2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* the previous button is not a single one in its row */
|
|
|
|
but->y2= prev->y1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
void ui_block_do_align(uiBlock *block)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
int nr;
|
|
|
|
|
|
|
|
/* align buttons with same align nr */
|
|
|
|
for(but=block->buttons.first; but;) {
|
|
|
|
if(but->alignnr) {
|
|
|
|
nr= but->alignnr;
|
|
|
|
ui_block_do_align_but(block, but, nr);
|
|
|
|
|
|
|
|
/* skip with same number */
|
|
|
|
for(; but && but->alignnr == nr; but=but->next);
|
|
|
|
|
|
|
|
if(!but)
|
|
|
|
break;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
else
|
|
|
|
but= but->next;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
ui_def_but is the function that draws many button types
|
|
|
|
|
|
|
|
for float buttons:
|
|
|
|
"a1" Click Step (how much to change the value each click)
|
|
|
|
"a2" Number of decimal point values to display. 0 defaults to 3 (0.000) 1,2,3, and a maximum of 4,
|
2010-03-22 09:30:00 +00:00
|
|
|
all greater values will be clamped to 4.
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
*/
|
|
|
|
static uiBut *ui_def_but(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
short slen;
|
|
|
|
|
|
|
|
if(type & BUTPOIN) { /* a pointer is required */
|
2009-04-07 17:08:26 +00:00
|
|
|
if(poin==NULL)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
but= MEM_callocN(sizeof(uiBut), "uiBut");
|
|
|
|
|
|
|
|
but->type= type & BUTTYPE;
|
|
|
|
but->pointype= type & BUTPOIN;
|
|
|
|
but->bit= type & BIT;
|
|
|
|
but->bitnr= type & 31;
|
|
|
|
but->icon = 0;
|
2009-11-25 08:28:57 +00:00
|
|
|
but->iconadd=0;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
but->retval= retval;
|
|
|
|
if( strlen(str)>=UI_MAX_NAME_STR-1 ) {
|
|
|
|
but->str= MEM_callocN( strlen(str)+2, "uiDefBut");
|
|
|
|
strcpy(but->str, str);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
but->str= but->strdata;
|
|
|
|
strcpy(but->str, str);
|
|
|
|
}
|
|
|
|
but->x1= x1;
|
|
|
|
but->y1= y1;
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
but->x2= (x1+x2);
|
|
|
|
but->y2= (y1+y2);
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->poin= poin;
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
but->hardmin= but->softmin= min;
|
|
|
|
but->hardmax= but->softmax= max;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->a1= a1;
|
|
|
|
but->a2= a2;
|
|
|
|
but->tip= tip;
|
|
|
|
|
|
|
|
but->lock= block->lock;
|
|
|
|
but->lockstr= block->lockstr;
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
but->dt= block->dt;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-04-07 17:08:26 +00:00
|
|
|
but->aspect= 1.0f; //XXX block->aspect;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->block= block; // pointer back, used for frontbuffer status, and picker
|
|
|
|
|
2009-05-19 17:13:33 +00:00
|
|
|
if((block->flag & UI_BUT_ALIGN) && ui_but_can_align(but))
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
but->alignnr= block->alignnr;
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
but->func= block->func;
|
|
|
|
but->func_arg1= block->func_arg1;
|
|
|
|
but->func_arg2= block->func_arg2;
|
2009-09-16 18:47:42 +00:00
|
|
|
|
|
|
|
but->funcN= block->funcN;
|
|
|
|
if(block->func_argN)
|
|
|
|
but->func_argN= MEM_dupallocN(block->func_argN);
|
2008-12-10 19:22:10 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->pos= -1; /* cursor invisible */
|
|
|
|
|
2010-01-26 15:44:27 +00:00
|
|
|
if(ELEM4(but->type, NUM, NUMABS, NUMSLI, HSVSLI)) { /* add a space to name */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
slen= strlen(but->str);
|
|
|
|
if(slen>0 && slen<UI_MAX_NAME_STR-2) {
|
|
|
|
if(but->str[slen-1]!=' ') {
|
|
|
|
but->str[slen]= ' ';
|
|
|
|
but->str[slen+1]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-05-27 08:22:16 +00:00
|
|
|
if((block->flag & UI_BLOCK_LOOP) || ELEM8(but->type, MENU, TEX, LABEL, IDPOIN, BLOCK, BUTM, SEARCH_MENU, PROGRESSBAR))
|
2009-06-27 14:35:24 +00:00
|
|
|
but->flag |= (UI_TEXT_LEFT|UI_ICON_LEFT);
|
|
|
|
else if(but->type==BUT_TOGDUAL)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->flag |= UI_ICON_LEFT;
|
|
|
|
|
|
|
|
but->flag |= (block->flag & UI_BUT_ALIGN);
|
|
|
|
|
2009-01-04 07:50:41 +00:00
|
|
|
if (but->lock) {
|
|
|
|
if (but->lockstr) {
|
|
|
|
but->flag |= UI_BUT_DISABLED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-09-24 10:46:52 +00:00
|
|
|
if(ELEM8(but->type, BLOCK, BUT, LABEL, PULLDOWN, ROUNDBOX, LISTBOX, SEARCH_MENU, BUTM));
|
|
|
|
else if(ELEM5(but->type, SCROLL, SEPR, LINK, INLINK, FTPREVIEW));
|
|
|
|
else but->flag |= UI_BUT_UNDO;
|
2009-09-14 20:48:05 +00:00
|
|
|
|
2009-05-21 15:34:09 +00:00
|
|
|
BLI_addtail(&block->buttons, but);
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
|
|
|
|
if(block->curlayout)
|
|
|
|
ui_layout_add_but(block->curlayout, but);
|
2009-04-11 01:52:27 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2008-12-16 07:55:43 +00:00
|
|
|
uiBut *ui_def_but_rna(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, PointerRNA *ptr, const char *propname, int index, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
PropertyRNA *prop;
|
|
|
|
PropertyType proptype;
|
2009-06-16 01:08:39 +00:00
|
|
|
int freestr= 0, icon= 0;
|
2008-12-16 07:55:43 +00:00
|
|
|
|
|
|
|
prop= RNA_struct_find_property(ptr, propname);
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
if(prop) {
|
2009-04-19 13:37:59 +00:00
|
|
|
proptype= RNA_property_type(prop);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
/* use rna values if parameters are not specified */
|
|
|
|
if(!str) {
|
|
|
|
if(type == MENU && proptype == PROP_ENUM) {
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
EnumPropertyItem *item;
|
2009-01-15 04:13:38 +00:00
|
|
|
DynStr *dynstr;
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
int i, totitem, value, free;
|
2008-12-16 07:55:43 +00:00
|
|
|
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
RNA_property_enum_items(block->evil_C, ptr, prop, &item, &totitem, &free);
|
2009-06-16 01:08:39 +00:00
|
|
|
value= RNA_property_enum_get(ptr, prop);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
dynstr= BLI_dynstr_new();
|
2009-04-19 13:37:59 +00:00
|
|
|
BLI_dynstr_appendf(dynstr, "%s%%t", RNA_property_ui_name(prop));
|
2009-06-16 01:08:39 +00:00
|
|
|
for(i=0; i<totitem; i++) {
|
2009-08-21 02:51:56 +00:00
|
|
|
if(!item[i].identifier[0]) {
|
|
|
|
if(item[i].name)
|
|
|
|
BLI_dynstr_appendf(dynstr, "|%s%%l", item[i].name);
|
|
|
|
else
|
|
|
|
BLI_dynstr_append(dynstr, "|%l");
|
|
|
|
}
|
2009-07-10 11:36:02 +00:00
|
|
|
else if(item[i].icon)
|
2009-06-16 01:08:39 +00:00
|
|
|
BLI_dynstr_appendf(dynstr, "|%s %%i%d %%x%d", item[i].name, item[i].icon, item[i].value);
|
|
|
|
else
|
|
|
|
BLI_dynstr_appendf(dynstr, "|%s %%x%d", item[i].name, item[i].value);
|
|
|
|
|
|
|
|
if(value == item[i].value)
|
|
|
|
icon= item[i].icon;
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
str= BLI_dynstr_get_cstring(dynstr);
|
|
|
|
BLI_dynstr_free(dynstr);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
if(free)
|
|
|
|
MEM_freeN(item);
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
freestr= 1;
|
|
|
|
}
|
2009-07-21 01:26:17 +00:00
|
|
|
else if(ELEM(type, ROW, LISTROW) && proptype == PROP_ENUM) {
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
EnumPropertyItem *item;
|
|
|
|
int i, totitem, free;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
RNA_property_enum_items(block->evil_C, ptr, prop, &item, &totitem, &free);
|
2009-06-16 01:08:39 +00:00
|
|
|
for(i=0; i<totitem; i++) {
|
2009-07-10 11:36:02 +00:00
|
|
|
if(item[i].identifier[0] && item[i].value == (int)max) {
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
str= (char*)item[i].name;
|
2009-06-16 01:08:39 +00:00
|
|
|
icon= item[i].icon;
|
|
|
|
}
|
|
|
|
}
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
|
|
|
if(!str)
|
2009-04-19 13:37:59 +00:00
|
|
|
str= (char*)RNA_property_ui_name(prop);
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
if(free)
|
|
|
|
MEM_freeN(item);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
}
|
2009-06-16 01:08:39 +00:00
|
|
|
else {
|
2009-04-19 13:37:59 +00:00
|
|
|
str= (char*)RNA_property_ui_name(prop);
|
2009-06-16 01:08:39 +00:00
|
|
|
icon= RNA_property_ui_icon(prop);
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
}
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
if(!tip) {
|
|
|
|
if(type == ROW && proptype == PROP_ENUM) {
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
EnumPropertyItem *item;
|
|
|
|
int i, totitem, free;
|
2008-12-16 07:55:43 +00:00
|
|
|
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
RNA_property_enum_items(block->evil_C, ptr, prop, &item, &totitem, &free);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
for(i=0; i<totitem; i++) {
|
2009-07-10 11:36:02 +00:00
|
|
|
if(item[i].identifier[0] && item[i].value == (int)max) {
|
2009-01-15 04:13:38 +00:00
|
|
|
if(item[i].description[0])
|
|
|
|
tip= (char*)item[i].description;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
RNA
* Enums can now be dynamically created in the _itemf callback,
using RNA_enum_item(s)_add, RNA_enum_item_end. All places asking
for enum items now need to potentially free the items.
* This callback now also gets context, this was added specifically
for operators. This doesn't fit design well at all, needed to do
some ugly hacks, but can't find a good solution at the moment.
* All enums must have a default list of items too, even with an
_itemf callback, for docs and fallback in case there is no context.
* Used by MESH_OT_merge, MESH_OT_select_similar, TFM_OT_select_orientation.
* Also changes some operator properties that were enums to booleas
(unselected, deselect), to make them consistent with other ops.
2009-07-10 19:56:13 +00:00
|
|
|
|
|
|
|
if(free)
|
|
|
|
MEM_freeN(item);
|
2008-12-16 07:55:43 +00:00
|
|
|
}
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
|
|
|
|
if(!tip)
|
2009-04-19 13:37:59 +00:00
|
|
|
tip= (char*)RNA_property_ui_description(prop);
|
2009-01-15 04:13:38 +00:00
|
|
|
|
|
|
|
if(min == max || a1 == -1 || a2 == -1) {
|
|
|
|
if(proptype == PROP_INT) {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
int hardmin, hardmax, softmin, softmax, step;
|
2008-12-16 07:55:43 +00:00
|
|
|
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
RNA_property_int_range(ptr, prop, &hardmin, &hardmax);
|
2009-01-15 04:13:38 +00:00
|
|
|
RNA_property_int_ui_range(ptr, prop, &softmin, &softmax, &step);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-07-21 01:26:17 +00:00
|
|
|
if(!ELEM(type, ROW, LISTROW) && min == max) {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
min= hardmin;
|
|
|
|
max= hardmax;
|
2009-01-15 04:13:38 +00:00
|
|
|
}
|
|
|
|
if(a1 == -1)
|
|
|
|
a1= step;
|
|
|
|
if(a2 == -1)
|
|
|
|
a2= 0;
|
|
|
|
}
|
|
|
|
else if(proptype == PROP_FLOAT) {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
float hardmin, hardmax, softmin, softmax, step, precision;
|
2009-01-15 04:13:38 +00:00
|
|
|
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
RNA_property_float_range(ptr, prop, &hardmin, &hardmax);
|
2009-01-15 04:13:38 +00:00
|
|
|
RNA_property_float_ui_range(ptr, prop, &softmin, &softmax, &step, &precision);
|
|
|
|
|
2009-07-21 01:26:17 +00:00
|
|
|
if(!ELEM(type, ROW, LISTROW) && min == max) {
|
UI:
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
2009-03-29 18:44:49 +00:00
|
|
|
min= hardmin;
|
|
|
|
max= hardmax;
|
2009-01-15 04:13:38 +00:00
|
|
|
}
|
|
|
|
if(a1 == -1)
|
|
|
|
a1= step;
|
|
|
|
if(a2 == -1)
|
|
|
|
a2= precision;
|
|
|
|
}
|
|
|
|
else if(proptype == PROP_STRING) {
|
|
|
|
min= 0;
|
2009-04-19 13:37:59 +00:00
|
|
|
max= RNA_property_string_maxlength(prop);
|
2009-01-15 04:13:38 +00:00
|
|
|
if(max == 0) /* interface code should ideally support unlimited length */
|
|
|
|
max= UI_MAX_DRAW_STR;
|
2008-12-16 07:55:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2010-08-23 05:36:21 +00:00
|
|
|
else {
|
|
|
|
printf("ui_def_but_rna: property not found: %s.%s\n", RNA_struct_identifier(ptr->type), propname);
|
2009-01-15 04:13:38 +00:00
|
|
|
str= (char*)propname;
|
2010-08-23 05:36:21 +00:00
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
|
|
|
|
/* now create button */
|
|
|
|
but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, NULL, min, max, a1, a2, tip);
|
2009-01-15 04:13:38 +00:00
|
|
|
|
|
|
|
if(prop) {
|
|
|
|
but->rnapoin= *ptr;
|
|
|
|
but->rnaprop= prop;
|
2009-03-25 20:49:15 +00:00
|
|
|
|
Implemented dynamic and multidimensional array support in RNA.
Example code: http://www.pasteall.org/7332/c.
New API functions: http://www.pasteall.org/7330/c.
Maximum number of dimensions is currently limited to 3, but can be increased arbitrarily if needed.
What this means for ID property access:
* MeshFace.verts - dynamic array, size 3 or 4 depending on MFace.v4
* MeshTextureFace.uv - dynamic, 2-dimensional array, size depends on MFace.v4
* Object.matrix - 2-dimensional array
What this means for functions:
* more intuitive API possibility, for example:
Mesh.add_vertices([(x, y, z), (x, y, z), ...])
Mesh.add_faces([(1, 2, 3), (4, 5, 6), ...])
Python part is not complete yet, e.g. it is possible to:
MeshFace.verts = (1, 2, 3) # even if Mesh.verts is (1, 2, 3, 4) and vice-versa
MeshTextureFace.uv = [(0.0, 0.0)] * 4 # only if a corresponding MFace is a quad
but the following won't work:
MeshTextureFace.uv[3] = (0.0, 0.0) # setting uv[3] modifies MTFace.uv[1][0] instead of MTFace.uv[3]
2009-08-25 17:06:36 +00:00
|
|
|
if(RNA_property_array_length(&but->rnapoin, but->rnaprop))
|
2009-03-25 20:49:15 +00:00
|
|
|
but->rnaindex= index;
|
|
|
|
else
|
|
|
|
but->rnaindex= 0;
|
2009-06-16 01:08:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(icon) {
|
|
|
|
but->icon= (BIFIconID)icon;
|
|
|
|
but->flag |= UI_HAS_ICON;
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
2009-01-15 04:13:38 +00:00
|
|
|
}
|
2009-01-04 02:09:41 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
if (!prop || !RNA_property_editable(&but->rnapoin, prop)) {
|
2009-01-04 02:09:41 +00:00
|
|
|
but->flag |= UI_BUT_DISABLED;
|
|
|
|
but->lock = 1;
|
|
|
|
but->lockstr = "";
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-08-12 08:16:10 +00:00
|
|
|
/* If this button uses units, calculate the step from this */
|
|
|
|
if(ui_is_but_unit(but))
|
2010-07-24 00:24:58 +00:00
|
|
|
but->a1= ui_get_but_step_unit(but, but->a1);
|
2009-08-12 08:16:10 +00:00
|
|
|
|
2008-12-16 07:55:43 +00:00
|
|
|
if(freestr)
|
|
|
|
MEM_freeN(str);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
uiBut *ui_def_but_operator(uiBlock *block, int type, char *opname, int opcontext, char *str, short x1, short y1, short x2, short y2, char *tip)
|
2008-12-16 07:55:43 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
2009-01-15 04:13:38 +00:00
|
|
|
wmOperatorType *ot;
|
|
|
|
|
2009-07-13 08:33:51 +00:00
|
|
|
ot= WM_operatortype_find(opname, 0);
|
2008-12-16 07:55:43 +00:00
|
|
|
|
|
|
|
if(!str) {
|
2009-01-15 04:13:38 +00:00
|
|
|
if(ot) str= ot->name;
|
|
|
|
else str= opname;
|
2008-12-16 07:55:43 +00:00
|
|
|
}
|
2009-02-12 03:39:56 +00:00
|
|
|
|
2.5: Most curve/surface editmode operators back:
* Hide, Reveal
* Separate, Duplicate, Delete
* Set Weight, Set Radius, Set Spline Type, Set Handle Type, Set Smooth
* Tilt, Clear Tilt
* Smooth, Smooth Radius
* De(select) First, De(select) Last, De(select) All, Select Inverse,
Select Linked, Select Control Point Row, Select Next, Select Previous,
Select More, Select Less, Select Random, Select Every Nth
* Switch Direction, Subdivide, Make Segment, Spin, Extrude, Toggle Cyclic
* Specials Menu
Not working correct yet:
* Add Vertex (ctrl click)
* Add Menu
2009-02-12 22:12:21 +00:00
|
|
|
if ((!tip || tip[0]=='\0') && ot && ot->description) {
|
2009-02-12 03:39:56 +00:00
|
|
|
tip= ot->description;
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
but= ui_def_but(block, type, -1, str, x1, y1, x2, y2, NULL, 0, 0, 0, 0, tip);
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
but->optype= ot;
|
2008-12-16 07:55:43 +00:00
|
|
|
but->opcontext= opcontext;
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
if(!ot) {
|
|
|
|
but->flag |= UI_BUT_DISABLED;
|
|
|
|
but->lock = 1;
|
|
|
|
but->lockstr = "";
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
uiBut *uiDefBut(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if _x_ is a power of two (only one bit) return the power,
|
|
|
|
* otherwise return -1.
|
|
|
|
* (1<<findBitIndex(x))==x for powers of two.
|
|
|
|
*/
|
|
|
|
static int findBitIndex(unsigned int x) {
|
|
|
|
if (!x || (x&(x-1))!=0) { /* x&(x-1) strips lowest bit */
|
|
|
|
return -1;
|
|
|
|
} else {
|
|
|
|
int idx= 0;
|
|
|
|
|
|
|
|
if (x&0xFFFF0000) idx+=16, x>>=16;
|
|
|
|
if (x&0xFF00) idx+=8, x>>=8;
|
|
|
|
if (x&0xF0) idx+=4, x>>=4;
|
|
|
|
if (x&0xC) idx+=2, x>>=2;
|
|
|
|
if (x&0x2) idx+=1;
|
|
|
|
|
|
|
|
return idx;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* autocomplete helper functions */
|
|
|
|
struct AutoComplete {
|
|
|
|
int maxlen;
|
|
|
|
char *truncate;
|
|
|
|
char *startname;
|
|
|
|
};
|
|
|
|
|
|
|
|
AutoComplete *autocomplete_begin(char *startname, int maxlen)
|
|
|
|
{
|
|
|
|
AutoComplete *autocpl;
|
|
|
|
|
|
|
|
autocpl= MEM_callocN(sizeof(AutoComplete), "AutoComplete");
|
|
|
|
autocpl->maxlen= maxlen;
|
|
|
|
autocpl->truncate= MEM_callocN(sizeof(char)*maxlen, "AutoCompleteTruncate");
|
|
|
|
autocpl->startname= startname;
|
|
|
|
|
|
|
|
return autocpl;
|
|
|
|
}
|
|
|
|
|
|
|
|
void autocomplete_do_name(AutoComplete *autocpl, const char *name)
|
|
|
|
{
|
|
|
|
char *truncate= autocpl->truncate;
|
|
|
|
char *startname= autocpl->startname;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
for(a=0; a<autocpl->maxlen-1; a++) {
|
|
|
|
if(startname[a]==0 || startname[a]!=name[a])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
/* found a match */
|
|
|
|
if(startname[a]==0) {
|
|
|
|
/* first match */
|
|
|
|
if(truncate[0]==0)
|
|
|
|
BLI_strncpy(truncate, name, autocpl->maxlen);
|
|
|
|
else {
|
|
|
|
/* remove from truncate what is not in bone->name */
|
|
|
|
for(a=0; a<autocpl->maxlen-1; a++) {
|
2009-06-27 01:15:31 +00:00
|
|
|
if(name[a] == 0) {
|
|
|
|
truncate[a]= 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if(truncate[a]!=name[a])
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
truncate[a]= 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void autocomplete_end(AutoComplete *autocpl, char *autoname)
|
2009-03-17 21:44:58 +00:00
|
|
|
{
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
if(autocpl->truncate[0])
|
|
|
|
BLI_strncpy(autoname, autocpl->truncate, autocpl->maxlen);
|
2009-03-17 21:44:58 +00:00
|
|
|
else {
|
|
|
|
if (autoname != autocpl->startname) /* dont copy a string over its self */
|
|
|
|
BLI_strncpy(autoname, autocpl->startname, autocpl->maxlen);
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
MEM_freeN(autocpl->truncate);
|
|
|
|
MEM_freeN(autocpl);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* autocomplete callback for ID buttons */
|
2008-12-10 19:22:10 +00:00
|
|
|
static void autocomplete_id(bContext *C, char *str, void *arg_v)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2008-12-16 07:32:12 +00:00
|
|
|
int blocktype= (intptr_t)arg_v;
|
* Multiply for panorama cameras
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-30 12:15:16 +00:00
|
|
|
ListBase *listb= which_libbase(CTX_data_main(C), blocktype);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
if(listb==NULL) return;
|
|
|
|
|
|
|
|
/* search if str matches the beginning of an ID struct */
|
|
|
|
if(str[0]) {
|
|
|
|
AutoComplete *autocpl= autocomplete_begin(str, 22);
|
|
|
|
ID *id;
|
|
|
|
|
|
|
|
for(id= listb->first; id; id= id->next)
|
|
|
|
autocomplete_do_name(autocpl, id->name+2);
|
|
|
|
|
|
|
|
autocomplete_end(autocpl, str);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static uiBut *uiDefButBit(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
int bitIdx= findBitIndex(bit);
|
|
|
|
if (bitIdx==-1) {
|
|
|
|
return NULL;
|
|
|
|
} else {
|
|
|
|
return uiDefBut(block, type|BIT|bitIdx, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
uiBut *uiDefButF(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefBut(block, type|FLO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButBitF(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefButBit(block, type|FLO, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButI(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefBut(block, type|INT, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButBitI(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefButBit(block, type|INT, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButS(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefBut(block, type|SHO, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButBitS(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefButBit(block, type|SHO, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButC(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefBut(block, type|CHA, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefButBitC(uiBlock *block, int type, int bit, int retval, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefButBit(block, type|CHA, bit, retval, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
uiBut *uiDefButR(uiBlock *block, int type, int retval, char *str, short x1, short y1, short x2, short y2, PointerRNA *ptr, const char *propname, int index, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
|
|
|
but= ui_def_but_rna(block, type, retval, str, x1, y1, x2, y2, ptr, propname, index, min, max, a1, a2, tip);
|
|
|
|
if(but)
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
uiBut *uiDefButO(uiBlock *block, int type, char *opname, int opcontext, char *str, short x1, short y1, short x2, short y2, char *tip)
|
2008-12-16 07:55:43 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
but= ui_def_but_operator(block, type, opname, opcontext, str, x1, y1, x2, y2, tip);
|
2008-12-16 07:55:43 +00:00
|
|
|
if(but)
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
|
|
|
/* if a1==1.0 then a2 is an extra icon blending factor (alpha 0.0 - 1.0) */
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, type, retval, "", x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
static uiBut *uiDefIconButBit(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
int bitIdx= findBitIndex(bit);
|
|
|
|
if (bitIdx==-1) {
|
|
|
|
return NULL;
|
|
|
|
} else {
|
|
|
|
return uiDefIconBut(block, type|BIT|bitIdx, retval, icon, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiDefIconButF(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconBut(block, type|FLO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButBitF(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconButBit(block, type|FLO, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButI(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconBut(block, type|INT, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButBitI(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconButBit(block, type|INT, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButS(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconBut(block, type|SHO, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButBitS(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconButBit(block, type|SHO, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButC(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconBut(block, type|CHA, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconButBitC(uiBlock *block, int type, int bit, int retval, int icon, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconButBit(block, type|CHA, bit, retval, icon, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
uiBut *uiDefIconButR(uiBlock *block, int type, int retval, int icon, short x1, short y1, short x2, short y2, PointerRNA *ptr, const char *propname, int index, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
|
|
|
but= ui_def_but_rna(block, type, retval, "", x1, y1, x2, y2, ptr, propname, index, min, max, a1, a2, tip);
|
|
|
|
if(but) {
|
2009-06-16 01:08:39 +00:00
|
|
|
if(icon) {
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
}
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
uiBut *uiDefIconButO(uiBlock *block, int type, char *opname, int opcontext, int icon, short x1, short y1, short x2, short y2, char *tip)
|
2008-12-16 07:55:43 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
but= ui_def_but_operator(block, type, opname, opcontext, "", x1, y1, x2, y2, tip);
|
2008-12-16 07:55:43 +00:00
|
|
|
if(but) {
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
ui_check_but(but);
|
|
|
|
}
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
/* Button containing both string label and icon */
|
|
|
|
uiBut *uiDefIconTextBut(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
|
|
|
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
static uiBut *uiDefIconTextButBit(uiBlock *block, int type, int bit, int retval, int icon, char *str, short x1, short y1, short x2, short y2, void *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
int bitIdx= findBitIndex(bit);
|
|
|
|
if (bitIdx==-1) {
|
|
|
|
return NULL;
|
|
|
|
} else {
|
|
|
|
return uiDefIconTextBut(block, type|BIT|bitIdx, retval, icon, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiDefIconTextButF(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextBut(block, type|FLO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButBitF(uiBlock *block, int type, int bit, int retval, int icon, char *str, short x1, short y1, short x2, short y2, float *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextButBit(block, type|FLO, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButI(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextBut(block, type|INT, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButBitI(uiBlock *block, int type, int bit, int retval, int icon, char *str, short x1, short y1, short x2, short y2, int *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextButBit(block, type|INT, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButS(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextBut(block, type|SHO, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButBitS(uiBlock *block, int type, int bit, int retval, int icon, char *str, short x1, short y1, short x2, short y2, short *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextButBit(block, type|SHO, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButC(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextBut(block, type|CHA, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
|
|
|
uiBut *uiDefIconTextButBitC(uiBlock *block, int type, int bit, int retval, int icon, char *str, short x1, short y1, short x2, short y2, char *poin, float min, float max, float a1, float a2, char *tip)
|
|
|
|
{
|
|
|
|
return uiDefIconTextButBit(block, type|CHA, bit, retval, icon, str, x1, y1, x2, y2, (void*) poin, min, max, a1, a2, tip);
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
uiBut *uiDefIconTextButR(uiBlock *block, int type, int retval, int icon, char *str, short x1, short y1, short x2, short y2, PointerRNA *ptr, const char *propname, int index, float min, float max, float a1, float a2, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
|
|
|
|
2008-12-16 07:55:43 +00:00
|
|
|
but= ui_def_but_rna(block, type, retval, str, x1, y1, x2, y2, ptr, propname, index, min, max, a1, a2, tip);
|
|
|
|
if(but) {
|
2009-06-16 01:08:39 +00:00
|
|
|
if(icon) {
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
}
|
2008-12-16 07:55:43 +00:00
|
|
|
but->flag|= UI_ICON_LEFT;
|
|
|
|
ui_check_but(but);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2008-12-16 07:55:43 +00:00
|
|
|
return but;
|
|
|
|
}
|
2009-01-15 04:13:38 +00:00
|
|
|
uiBut *uiDefIconTextButO(uiBlock *block, int type, char *opname, int opcontext, int icon, char *str, short x1, short y1, short x2, short y2, char *tip)
|
2008-12-16 07:55:43 +00:00
|
|
|
{
|
|
|
|
uiBut *but;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2009-01-15 04:13:38 +00:00
|
|
|
but= ui_def_but_operator(block, type, opname, opcontext, str, x1, y1, x2, y2, tip);
|
2008-12-16 07:55:43 +00:00
|
|
|
if(but) {
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
}
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* END Button containing both string label and icon */
|
|
|
|
|
|
|
|
void uiSetButLink(uiBut *but, void **poin, void ***ppoin, short *tot, int from, int to)
|
|
|
|
{
|
|
|
|
uiLink *link;
|
|
|
|
|
|
|
|
link= but->link= MEM_callocN(sizeof(uiLink), "new uilink");
|
|
|
|
|
|
|
|
link->poin= poin;
|
|
|
|
link->ppoin= ppoin;
|
|
|
|
link->totlink= tot;
|
|
|
|
link->fromcode= from;
|
|
|
|
link->tocode= to;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* cruft to make uiBlock and uiBut private */
|
|
|
|
|
|
|
|
int uiBlocksGetYMin(ListBase *lb)
|
|
|
|
{
|
|
|
|
uiBlock *block;
|
|
|
|
int min= 0;
|
|
|
|
|
|
|
|
for (block= lb->first; block; block= block->next)
|
|
|
|
if (block==lb->first || block->miny<min)
|
|
|
|
min= block->miny;
|
|
|
|
|
|
|
|
return min;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiBlockSetDirection(uiBlock *block, int direction)
|
|
|
|
{
|
|
|
|
block->direction= direction;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* this call escapes if there's alignment flags */
|
|
|
|
void uiBlockFlipOrder(uiBlock *block)
|
|
|
|
{
|
|
|
|
ListBase lb;
|
|
|
|
uiBut *but, *next;
|
|
|
|
float centy, miny=10000, maxy= -10000;
|
|
|
|
|
2009-06-22 23:58:16 +00:00
|
|
|
if(U.uiflag & USER_MENUFIXEDORDER)
|
2009-06-16 02:40:39 +00:00
|
|
|
return;
|
2009-08-21 02:51:56 +00:00
|
|
|
else if(block->flag & UI_BLOCK_NO_FLIP)
|
|
|
|
return;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
for(but= block->buttons.first; but; but= but->next) {
|
|
|
|
if(but->flag & UI_BUT_ALIGN) return;
|
|
|
|
if(but->y1 < miny) miny= but->y1;
|
|
|
|
if(but->y2 > maxy) maxy= but->y2;
|
|
|
|
}
|
|
|
|
/* mirror trick */
|
|
|
|
centy= (miny+maxy)/2.0;
|
|
|
|
for(but= block->buttons.first; but; but= but->next) {
|
|
|
|
but->y1 = centy-(but->y1-centy);
|
|
|
|
but->y2 = centy-(but->y2-centy);
|
|
|
|
SWAP(float, but->y1, but->y2);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* also flip order in block itself, for example for arrowkey */
|
|
|
|
lb.first= lb.last= NULL;
|
|
|
|
but= block->buttons.first;
|
|
|
|
while(but) {
|
|
|
|
next= but->next;
|
|
|
|
BLI_remlink(&block->buttons, but);
|
|
|
|
BLI_addtail(&lb, but);
|
|
|
|
but= next;
|
|
|
|
}
|
|
|
|
block->buttons= lb;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void uiBlockSetFlag(uiBlock *block, int flag)
|
|
|
|
{
|
2009-03-25 20:49:15 +00:00
|
|
|
block->flag|= flag;
|
|
|
|
}
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
|
2009-03-25 20:49:15 +00:00
|
|
|
void uiBlockClearFlag(uiBlock *block, int flag)
|
|
|
|
{
|
|
|
|
block->flag&= ~flag;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
void uiBlockSetXOfs(uiBlock *block, int xofs)
|
|
|
|
{
|
|
|
|
block->xofs= xofs;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetFlag(uiBut *but, int flag)
|
|
|
|
{
|
|
|
|
but->flag|= flag;
|
|
|
|
}
|
2.5
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
2009-04-14 15:59:52 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
void uiButClearFlag(uiBut *but, int flag)
|
|
|
|
{
|
|
|
|
but->flag&= ~flag;
|
|
|
|
}
|
|
|
|
|
|
|
|
int uiButGetRetVal(uiBut *but)
|
|
|
|
{
|
|
|
|
return but->retval;
|
|
|
|
}
|
|
|
|
|
Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
|
|
|
void uiButSetDragID(uiBut *but, ID *id)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_ID;
|
|
|
|
but->dragpoin= (void *)id;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetDragRNA(uiBut *but, PointerRNA *ptr)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_RNA;
|
|
|
|
but->dragpoin= (void *)ptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetDragPath(uiBut *but, const char *path)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_PATH;
|
|
|
|
but->dragpoin= (void *)path;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetDragName(uiBut *but, const char *name)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_NAME;
|
|
|
|
but->dragpoin= (void *)name;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* value from button itself */
|
|
|
|
void uiButSetDragValue(uiBut *but)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_VALUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetDragImage(uiBut *but, const char *path, int icon, struct ImBuf *imb, float scale)
|
|
|
|
{
|
|
|
|
but->dragtype= WM_DRAG_PATH;
|
|
|
|
but->icon= icon; /* no flag UI_HAS_ICON, so icon doesnt draw in button */
|
|
|
|
but->dragpoin= (void *)path;
|
|
|
|
but->imb= imb;
|
|
|
|
but->imb_scale= scale;
|
|
|
|
}
|
|
|
|
|
2008-12-16 20:03:28 +00:00
|
|
|
PointerRNA *uiButGetOperatorPtrRNA(uiBut *but)
|
|
|
|
{
|
UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
|
|
|
if(but->optype && !but->opptr) {
|
2009-01-01 20:44:40 +00:00
|
|
|
but->opptr= MEM_callocN(sizeof(PointerRNA), "uiButOpPtr");
|
2009-11-24 16:19:15 +00:00
|
|
|
WM_operator_properties_create_ptr(but->opptr, but->optype);
|
2008-12-16 20:03:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return but->opptr;
|
|
|
|
}
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
void uiBlockSetHandleFunc(uiBlock *block, uiBlockHandleFunc func, void *arg)
|
2008-12-10 19:22:10 +00:00
|
|
|
{
|
|
|
|
block->handle_func= func;
|
|
|
|
block->handle_func_arg= arg;
|
|
|
|
}
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
void uiBlockSetButmFunc(uiBlock *block, uiMenuHandleFunc func, void *arg)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2008-12-10 19:22:10 +00:00
|
|
|
block->butm_func= func;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
block->butm_func_arg= arg;
|
|
|
|
}
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
void uiBlockSetFunc(uiBlock *block, uiButHandleFunc func, void *arg1, void *arg2)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
block->func= func;
|
|
|
|
block->func_arg1= arg1;
|
|
|
|
block->func_arg2= arg2;
|
|
|
|
}
|
|
|
|
|
2009-09-16 18:47:42 +00:00
|
|
|
void uiBlockSetNFunc(uiBlock *block, uiButHandleFunc func, void *argN, void *arg2)
|
|
|
|
{
|
|
|
|
if(block->func_argN)
|
|
|
|
MEM_freeN(block->func_argN);
|
|
|
|
|
|
|
|
block->funcN= func;
|
|
|
|
block->func_argN= argN;
|
|
|
|
block->func_arg2= arg2;
|
|
|
|
}
|
|
|
|
|
2009-07-25 13:40:59 +00:00
|
|
|
void uiButSetRenameFunc(uiBut *but, uiButHandleRenameFunc func, void *arg1)
|
2009-06-03 18:31:37 +00:00
|
|
|
{
|
2009-07-25 13:40:59 +00:00
|
|
|
but->rename_func= func;
|
|
|
|
but->rename_arg1= arg1;
|
2009-06-03 18:31:37 +00:00
|
|
|
}
|
|
|
|
|
2009-08-18 19:58:27 +00:00
|
|
|
void uiBlockSetDrawExtraFunc(uiBlock *block, void (*func)(const bContext *C, void *idv, void *arg1, void *arg2, rcti *rect), void *arg1, void *arg2)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
block->drawextra= func;
|
2009-08-18 19:58:27 +00:00
|
|
|
block->drawextra_arg1= arg1;
|
|
|
|
block->drawextra_arg2= arg2;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
void uiButSetFunc(uiBut *but, uiButHandleFunc func, void *arg1, void *arg2)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
but->func= func;
|
|
|
|
but->func_arg1= arg1;
|
|
|
|
but->func_arg2= arg2;
|
|
|
|
}
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
void uiButSetNFunc(uiBut *but, uiButHandleNFunc funcN, void *argN, void *arg2)
|
|
|
|
{
|
2009-09-16 18:47:42 +00:00
|
|
|
if(but->func_argN)
|
|
|
|
MEM_freeN(but->func_argN);
|
|
|
|
|
2.5: ID datablock button back, previously known as std_libbuttons. The
way this worked in 2.4x wasn't really clean, with events going all over
the place and using dubious variables such as G.but->lockpoin or
G.sima->menunr. It works as follows now, for example:
xco= uiDefIDPoinButs(block, CTX_data_main(C), NULL, (ID**)&sima->image, ID_IM, &sima->pin, xco, yco,
sima_idpoin_handle, UI_ID_BROWSE|UI_ID_RENAME|UI_ID_ADD_NEW|UI_ID_OPEN|UI_ID_DELETE|UI_ID_ALONE|UI_ID_PIN);
The last two parameters are a callback function, and a list of events
or functionalities that are supported. The callback function will then
get the ID pointer + event to handle.
2009-02-06 16:40:14 +00:00
|
|
|
but->funcN= funcN;
|
|
|
|
but->func_argN= argN;
|
|
|
|
but->func_arg2= arg2;
|
|
|
|
}
|
|
|
|
|
|
|
|
void uiButSetCompleteFunc(uiBut *but, uiButCompleteFunc func, void *arg)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
but->autocomplete_func= func;
|
|
|
|
but->autofunc_arg= arg;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiDefIDPoinBut(uiBlock *block, uiIDPoinFuncFP func, short blocktype, int retval, char *str, short x1, short y1, short x2, short y2, void *idpp, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, IDPOIN, retval, str, x1, y1, x2, y2, NULL, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
but->idpoin_func= func;
|
|
|
|
but->idpoin_idpp= (ID**) idpp;
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
if(blocktype)
|
UI: don't use operators anymore for handling user interface events, but rather
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
2008-12-10 04:36:33 +00:00
|
|
|
uiButSetCompleteFunc(but, autocomplete_id, (void *)(intptr_t)blocktype);
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
uiBut *uiDefBlockBut(uiBlock *block, uiBlockCreateFunc func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
but->block_create_func= func;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2009-06-10 11:43:21 +00:00
|
|
|
uiBut *uiDefBlockButN(uiBlock *block, uiBlockCreateFunc func, void *argN, char *str, short x1, short y1, short x2, short y2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, NULL, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
but->block_create_func= func;
|
2009-09-16 18:47:42 +00:00
|
|
|
if(but->func_argN)
|
|
|
|
MEM_freeN(but->func_argN);
|
2009-06-10 11:43:21 +00:00
|
|
|
but->func_argN= argN;
|
|
|
|
ui_check_but(but);
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
uiBut *uiDefPulldownBut(uiBlock *block, uiBlockCreateFunc func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, PULLDOWN, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
but->block_create_func= func;
|
|
|
|
ui_check_but(but);
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiDefMenuBut(uiBlock *block, uiMenuCreateFunc func, void *arg, char *str, short x1, short y1, short x2, short y2, char *tip)
|
|
|
|
{
|
2009-05-21 15:34:09 +00:00
|
|
|
uiBut *but= ui_def_but(block, PULLDOWN, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
but->menu_create_func= func;
|
|
|
|
ui_check_but(but);
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
uiBut *uiDefIconTextMenuBut(uiBlock *block, uiMenuCreateFunc func, void *arg, int icon, char *str, short x1, short y1, short x2, short y2, char *tip)
|
|
|
|
{
|
2009-05-21 15:34:09 +00:00
|
|
|
uiBut *but= ui_def_but(block, PULLDOWN, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
2009-04-30 17:27:30 +00:00
|
|
|
but->flag|= UI_ICON_SUBMENU;
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
|
|
|
but->menu_create_func= func;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2009-09-28 15:59:09 +00:00
|
|
|
uiBut *uiDefIconMenuBut(uiBlock *block, uiMenuCreateFunc func, void *arg, int icon, short x1, short y1, short x2, short y2, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, PULLDOWN, 0, "", x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag |= UI_HAS_ICON;
|
|
|
|
but->flag &=~ UI_ICON_LEFT;
|
|
|
|
|
|
|
|
but->menu_create_func= func;
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* Block button containing both string label and icon */
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
uiBut *uiDefIconTextBlockBut(uiBlock *block, uiBlockCreateFunc func, void *arg, int icon, char *str, short x1, short y1, short x2, short y2, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, BLOCK, 0, str, x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
|
2009-04-30 17:27:30 +00:00
|
|
|
/* XXX temp, old menu calls pass on icon arrow, which is now UI_ICON_SUBMENU flag */
|
|
|
|
if(icon!=ICON_RIGHTARROW_THIN) {
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
|
|
|
}
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
but->flag|= UI_HAS_ICON;
|
2009-04-30 17:27:30 +00:00
|
|
|
but->flag|= UI_ICON_SUBMENU;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
but->block_create_func= func;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Block button containing icon */
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
uiBut *uiDefIconBlockBut(uiBlock *block, uiBlockCreateFunc func, void *arg, int retval, int icon, short x1, short y1, short x2, short y2, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, BLOCK, retval, "", x1, y1, x2, y2, arg, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
|
|
|
|
but->flag|= UI_ICON_LEFT;
|
|
|
|
|
2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
organize things a bit and indicate what should be used when.
* uiMenu* functions can now be used to create menus for headers
too, this is done with a uiDefMenuBut, which takes a pointer
to a uiMenuCreateFunc, that will then call uiMenu* functions.
* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
specific to making popup menus. Will convert the other
conformation popup menu functions to use this too so we can
remove some code.
* Extended uiMenu functions, now there is is also:
BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.
* Converted image window headers to use uiMenu functions, simplifies
menu code further here. Did not remove the uiDefMenu functions as
they are used in sequencer/view3d in some places now (will fix).
* Also tried to simplify and fix bounds computation a bit better
for popup menus. It tried to find out in advance what the size
of the menu was but this is difficult with keymap strings in
there, now uiPopupBoundsBlock can figure this out afterwards and
ensure the popup is within the window bounds. Will convert some
other functions to use this too.
2009-01-30 12:18:08 +00:00
|
|
|
but->block_create_func= func;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2009-09-21 16:39:07 +00:00
|
|
|
uiBut *uiDefKeyevtButS(uiBlock *block, int retval, char *str, short x1, short y1, short x2, short y2, short *spoin, char *tip)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, KEYEVT|SHO, retval, str, x1, y1, x2, y2, spoin, 0.0, 0.0, 0.0, 0.0, tip);
|
|
|
|
ui_check_but(but);
|
2009-09-21 16:39:07 +00:00
|
|
|
return but;
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
}
|
|
|
|
|
2009-07-28 16:48:02 +00:00
|
|
|
/* short pointers hardcoded */
|
|
|
|
/* modkeypoin will be set to KM_SHIFT, KM_ALT, KM_CTRL, KM_OSKEY bits */
|
|
|
|
uiBut *uiDefHotKeyevtButS(uiBlock *block, int retval, char *str, short x1, short y1, short x2, short y2, short *keypoin, short *modkeypoin, char *tip)
|
|
|
|
{
|
|
|
|
uiBut *but= ui_def_but(block, HOTKEYEVT|SHO, retval, str, x1, y1, x2, y2, keypoin, 0.0, 0.0, 0.0, 0.0, tip);
|
2009-12-24 09:26:06 +00:00
|
|
|
but->modifier_key= *modkeypoin;
|
2009-07-28 16:48:02 +00:00
|
|
|
ui_check_but(but);
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-06-03 18:31:37 +00:00
|
|
|
/* arg is pointer to string/name, use uiButSetSearchFunc() below to make this work */
|
2010-01-03 08:37:18 +00:00
|
|
|
/* here a1 and a2, if set, control thumbnail preview rows/cols */
|
|
|
|
uiBut *uiDefSearchBut(uiBlock *block, void *arg, int retval, int icon, int maxlen, short x1, short y1, short x2, short y2, float a1, float a2, char *tip)
|
2009-06-02 18:10:06 +00:00
|
|
|
{
|
2010-01-03 08:37:18 +00:00
|
|
|
uiBut *but= ui_def_but(block, SEARCH_MENU, retval, "", x1, y1, x2, y2, arg, 0.0, maxlen, a1, a2, tip);
|
2009-06-02 18:10:06 +00:00
|
|
|
|
|
|
|
but->icon= (BIFIconID) icon;
|
|
|
|
but->flag|= UI_HAS_ICON;
|
|
|
|
|
|
|
|
but->flag|= UI_ICON_LEFT|UI_TEXT_LEFT;
|
|
|
|
|
|
|
|
ui_check_but(but);
|
|
|
|
|
|
|
|
return but;
|
|
|
|
}
|
|
|
|
|
2009-06-03 18:31:37 +00:00
|
|
|
/* arg is user value, searchfunc and handlefunc both get it as arg */
|
2009-06-29 11:29:52 +00:00
|
|
|
/* if active set, button opens with this item visible and selected */
|
|
|
|
void uiButSetSearchFunc(uiBut *but, uiButSearchFunc sfunc, void *arg, uiButHandleFunc bfunc, void *active)
|
2009-06-02 18:10:06 +00:00
|
|
|
{
|
2009-06-03 18:31:37 +00:00
|
|
|
but->search_func= sfunc;
|
2009-06-02 18:10:06 +00:00
|
|
|
but->search_arg= arg;
|
2009-06-03 18:31:37 +00:00
|
|
|
|
2009-06-29 11:29:52 +00:00
|
|
|
uiButSetFunc(but, bfunc, arg, active);
|
2009-06-02 18:10:06 +00:00
|
|
|
}
|
|
|
|
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
/* Program Init/Exit */
|
|
|
|
|
|
|
|
void UI_init(void)
|
|
|
|
{
|
|
|
|
ui_resources_init();
|
|
|
|
}
|
|
|
|
|
2.5
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
2009-04-27 13:44:11 +00:00
|
|
|
/* after reading userdef file */
|
|
|
|
void UI_init_userdef(void)
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
|
|
|
{
|
2.5
Summary of ain features:
- Themes and Styles are now editable.
- CTRL+U "Save user defaults" now goes to new .B25.blend, so you
can use 2.4x and 2.5x next to each other. If B25 doesn't exist, it
reads the regular .B.blend
- Press Tkey in 3d window for (unfinished) toolbar WIP. It now only
shows the last operator, if appropriate.
Nkey properties moved to the other side.
A lot of work was done on removing old themes for good and properly
getting it work with the 2.5 region system. Here's some notes;
- Buttons now all have a complete set of colors, based on button classifications
(See outliner -> user prefs -> Interface
- Theme colors have been extended with basic colors for region types.
Currently colors are defined for Window, Header, List/Channels and
for Button/Tool views.
The screen manager handles this btw, so a TH_BACK will always pick the
right backdrop color.
- Menu backdrops are in in Button theme colors. Floating Panels will be in
the per-space type Themes.
- Styles were added in RNA too, but only for the font settings now.
Only Panel font, widget font and widget-label work now. The 'group label'
will be for templates mostly.
Style settings will be expanded with spacing defaults, label conventions,
etc.
- Label text colors are stored in per-space Theme too, to make sure they fit.
Same goes for Panel title color.
Note that 'shadow' for fonts can conflict with text colors; shadow color is
currently stored in Style... shadow code needs a bit of work still.
2009-04-27 13:44:11 +00:00
|
|
|
/* fix saved themes */
|
|
|
|
init_userdef_do_versions();
|
|
|
|
uiStyleInit();
|
Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.
Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
making it non-blocking.
* interface_regions: this is a part of interface.c, split off, contains code to
create regions for tooltips, menus, pupmenu (that one is crashing currently),
color chooser, basically regions with buttons which is fairly independent of
core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
icons yet. Panels should probably become (free floating) regions?
* text.c: (formerly language.c) for drawing text and translation. this works
but is using bad globals still and could be cleaned up.
Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.
Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
should be possible while editing a button. That means though that we need
some sort of persistence even though the blender model is to recreate buttons
for each redraw. So when a new block is created, some matching happens to
find out which buttons correspond to buttons in the previously created block,
and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
would integrate here?
* Currently only full window redraws are used, this should become per region
and maybe per button later.
Operators:
* Events are currently handled through two operators: button activate and menu
handle. Operators may not be the best way to implement this, since there are
currently some issues with events being missed, but they can become a special
handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
handle all interaction with that button until the button is not activated
anymore. This means clicking, text editing, number dragging, opening menu
blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
non-blocking. That means variables that were previously on the stack, now
need to be stored away in a struct such that they can be accessed again when
the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
needs to be set explicit in order to handle the right events in the right
state. So an activated button can be in one of these states: init, highlight,
wait_flash, wait_release, wait_key_event, num_editing, text_editing,
text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
from ui_do_but. This makes it possible to continuously apply the button as
text is being typed for example, and there is an option in the code to enable
this. Since the code non-blocking and can deal with the button being deleted
even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
being edited, since that would mean data is being edited without correct
updates happening, while some other part of blender may be accessing that
data in the meantime. So data values, strings, vectors are written to a
temporary location and only flush in the apply function.
Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
blocks give a handle to the button that creates it, which will contain the
results of the menu block once a MESSAGE event is received from that menu
block.
* For this type of menu block the coordinates used to be in window space. They
are still created that way and ui_positionblock still works with window
coordinates, but after that the block and buttons are brought back to region
coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
should have enough information with these screen level regions to have full
control over what gets drawn when and to then do correct compositing.
Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00
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}
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void UI_exit(void)
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{
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ui_resources_free();
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}
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