2004-10-07 19:25:40 +00:00
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/*
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2003-02-19 19:20:11 +00:00
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2003-02-19 19:20:11 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* 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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2003-02-19 19:20:11 +00:00
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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,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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* The Original Code was in: source/blender/bpython/include/BPY_extern.h
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2003-02-19 19:20:11 +00:00
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*
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BPython:
- tentative fix for scripts with CR/LF endings and split lines:
in 2.32, the ac3d and vrml2 exporters, for example, had lines
split with '\\\\' and so gave syntax errors when executed on Win
platforms, because the scripts bundled with Win binaries had dos
line endings.
- Chris Keith has written code to execute Python scripts from the
command-line, with '-P ' switch: "blender -P filename":
a Blender.Quit function was also added, so Blender can quit after
running the script (end the script with Blender.Quit()), but there's
still work to be done in this part, including adding more functions,
to load / save .blend files and to run scripts. More testing and
discussions are necessary.
Thanks Chris, for both your contributions and your patience, since I
wasn't available to check / commit this for a while.
2004-03-31 04:18:39 +00:00
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* Contributor(s): Michel Selten, Willian P. Germano, Chris Keith
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2003-02-19 19:20:11 +00:00
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*
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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2003-02-19 19:20:11 +00:00
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*/
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2006-04-11 19:05:58 +00:00
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#ifndef BPY_EXTERN_H
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#define BPY_EXTERN_H
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2004-10-07 19:25:40 +00:00
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extern char bprogname[]; /* holds a copy of argv[0], from creator.c */
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2008-02-13 13:55:22 +00:00
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extern char btempdir[]; /* use this to store a valid temp directory */
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2003-06-28 07:38:21 +00:00
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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struct Text; /* defined in DNA_text_types.h */
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struct ID; /* DNA_ID.h */
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2006-04-30 16:22:31 +00:00
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struct Object; /* DNA_object_types.h */
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struct IpoDriver; /* DNA_curve_types.h */
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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struct ScriptLink; /* DNA_scriptlink_types.h */
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struct ListBase; /* DNA_listBase.h */
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struct SpaceText; /* DNA_space_types.h */
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struct SpaceScript; /* DNA_space_types.h */
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struct ScrArea; /* DNA_screen_types.h */
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struct bScreen; /* DNA_screen_types.h */
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== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
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struct bConstraint; /* DNA_constraint_types.h */
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2007-06-18 07:41:21 +00:00
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struct bPythonConstraint; /* DNA_constraint_types.h */
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== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
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struct bConstraintOb; /* DNA_constraint_types.h */
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struct bConstraintTarget; /* DNA_constraint_types.h*/
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2008-03-06 21:25:15 +00:00
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struct Script; /* DNA_screen_types.h */
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2008-07-15 07:34:46 +00:00
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struct BPyMenu;
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2004-04-02 13:18:54 +00:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2003-02-19 19:20:11 +00:00
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2007-07-27 06:14:25 +00:00
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/*These two next functions are important for making sure the Draw module
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works correctly. Before calling any gui callback using the Draw module,
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the following code must be executed:
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if (some_drawspace_pylist) {
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BPy_Set_DrawButtonsList(some_drawspace_pylist->but_refs);
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BPy_Free_DrawButtonsList();
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}
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some_drawspace_pylist = PyList_New(0);
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BPy_Set_DrawButtonsList(some_drawspace_pylist);
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Also, BPy_Free_DrawButtonsList() must be called as necassary when a drawspace
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with python callbacks is destroyed.
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This is necassary to avoid blender buttons storing invalid pointers to freed
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python data.*/
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void BPy_Set_DrawButtonsList(void *list);
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void BPy_Free_DrawButtonsList(void);
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== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
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void BPY_pyconstraint_eval(struct bPythonConstraint *con, struct bConstraintOb *cob, struct ListBase *targets);
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2007-06-18 07:41:21 +00:00
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void BPY_pyconstraint_settings(void *arg1, void *arg2);
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== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
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void BPY_pyconstraint_target(struct bPythonConstraint *con, struct bConstraintTarget *ct);
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void BPY_pyconstraint_update(struct Object *owner, struct bConstraint *con);
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2007-06-18 07:41:21 +00:00
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int BPY_is_pyconstraint(struct Text *text);
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2008-02-24 06:38:42 +00:00
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void BPY_free_pyconstraint_links(struct Text *text);
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2007-06-18 07:41:21 +00:00
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BPython:
- Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks);
- added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos);
- Blender.Image: added image.glFree() to free textures bound by the recently added
image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can
be used to load textures for scripts);
- Blender.Sound: removed for now at least a few get/set methods of vars that can't be
accessed via interface;
- renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for
now), same in Blender.Sound: renamed makeActive to setCurrent. Stephen Swaney
pointed this some weeks ago, we should stick to one naming convention.
- added documentation for Sound and Window.Theme modules and the other added
functions, made other small updates.
- Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix:
after reading a discussion on blender.org's Python forum where eeshlo mentioned the
pre 2.34 default was worldspace, I took a better look at Blender's relevant code,
confirmed, talked to Theeth about this and as he suggested am changing the default
back to 'worldspace'.
2004-10-20 05:51:24 +00:00
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void BPY_start_python( int argc, char **argv );
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2004-10-07 19:25:40 +00:00
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void BPY_end_python( void );
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void BPY_post_start_python( void );
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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void init_syspath( int first_time );
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void syspath_append( char *dir );
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2008-02-20 13:42:15 +00:00
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void BPY_rebuild_syspath( void );
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2008-04-23 14:04:05 +00:00
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int BPY_path_update( void );
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2004-10-07 19:25:40 +00:00
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int BPY_Err_getLinenumber( void );
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const char *BPY_Err_getFilename( void );
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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BPython:
- Scripts:
fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus.
cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu).
small updates to help_browser.py script.
The above changes are related to this:
- Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there.
- Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ).
- Modules:
Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode.
NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work).
- Bugs fixed:
#2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9
Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does.
#1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9
Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script").
Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython.
- Removed a few warnings here and there and also updated docs.
2005-03-19 06:24:55 +00:00
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int BPY_txt_do_python_Text( struct Text *text );
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2004-10-07 19:25:40 +00:00
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int BPY_menu_do_python( short menutype, int event );
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2008-07-15 07:04:31 +00:00
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int BPY_menu_do_shortcut( short menutype, unsigned short key, unsigned short modifiers );
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int BPY_menu_invoke( struct BPyMenu *pym, short menutype );
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2008-09-15 01:32:53 +00:00
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void BPY_run_python_script( const char *filename );
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2008-03-06 21:25:15 +00:00
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int BPY_run_script(struct Script *script);
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2004-10-07 19:25:40 +00:00
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void BPY_free_compiled_text( struct Text *text );
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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2004-10-07 19:25:40 +00:00
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void BPY_clear_bad_scriptlinks( struct Text *byebye );
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int BPY_has_onload_script( void );
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2008-09-18 22:33:49 +00:00
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void BPY_do_all_scripts( short event, short anim );
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2004-11-27 18:32:26 +00:00
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int BPY_check_all_scriptlinks( struct Text *text );
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2004-10-07 19:25:40 +00:00
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void BPY_do_pyscript( struct ID *id, short event );
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void BPY_free_scriptlink( struct ScriptLink *slink );
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void BPY_copy_scriptlink( struct ScriptLink *scriptlink );
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2003-02-19 19:20:11 +00:00
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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int BPY_is_spacehandler(struct Text *text, char spacetype);
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int BPY_del_spacehandler(struct Text *text, struct ScrArea *sa);
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int BPY_add_spacehandler(struct Text *txt, struct ScrArea *sa,char spacetype);
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int BPY_has_spacehandler(struct Text *text, struct ScrArea *sa);
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void BPY_screen_free_spacehandlers(struct bScreen *sc);
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int BPY_do_spacehandlers(struct ScrArea *sa, unsigned short event,
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unsigned short space_event);
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2006-04-30 22:10:39 +00:00
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void BPY_pydriver_update(void);
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2006-04-30 16:22:31 +00:00
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float BPY_pydriver_eval(struct IpoDriver *driver);
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struct Object **BPY_pydriver_get_objects(struct IpoDriver *driver);
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2006-06-12 00:10:00 +00:00
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int BPY_button_eval(char *expr, double *value);
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2003-02-19 19:20:11 +00:00
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/* format importer hook */
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2004-10-07 19:25:40 +00:00
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int BPY_call_importloader( char *name );
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2003-02-19 19:20:11 +00:00
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2004-10-07 19:25:40 +00:00
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void BPY_spacescript_do_pywin_draw( struct SpaceScript *sc );
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void BPY_spacescript_do_pywin_event( struct SpaceScript *sc,
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BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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unsigned short event, short val, char ascii );
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2004-10-07 19:25:40 +00:00
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void BPY_clear_script( struct Script *script );
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void BPY_free_finished_script( struct Script *script );
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2008-03-06 21:25:15 +00:00
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void BPY_scripts_clear_pyobjects( void );
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2008-03-15 18:53:42 +00:00
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void error_pyscript( void );
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|
BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events). Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).
- Updated Window and Window.Theme with new theme vars and the Time space.
- Script links:
-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.
-- Added "Enable Script Links" button in the script buttons tab. Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default. "blender -y" also disables all slinks as happened before with OnLoad ones only.
-- Other small changes in the script buttons tab:
When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type. Cancel the popup to leave the string button empty (link exists, but has no script assigned). A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown. With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.
-- Implemented Ton's space handler script links:
Right now only for the 3d View, but it's trivial to add for others. There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window. Ton's idea was to give scripts a controlled way to integrate better within Blender.
Here's how it works:
- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT
and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu. Check (mark, click on it) a script to make it active.
EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:
import Blender
from Blender import Draw
evt = Blender.event
if evt == Draw.AKEY:
print "a"
elif evt == Draw.LEFTMOUSE:
print "left mouse button"
else:
return # ignore, pass event back to Blender
Blender.event = None # tell Blender not to process itself the event
DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.
To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.
Still need to code some nice example, which should also serve to test properly space handlers. Simple tests went fine.
- doc updates about the additions.
=======
Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable. Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are. The tooltips may not be accepted either, since other menus don't use them. Opinions welcomed.
2005-05-08 21:20:34 +00:00
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/* void BPY_Err_Handle(struct Text *text); */
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/* void BPY_clear_bad_scriptlink(struct ID *id, struct Text *byebye); */
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/* void BPY_clear_bad_scriptlist(struct ListBase *, struct Text *byebye); */
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/* int BPY_spacetext_is_pywin(struct SpaceText *st); */
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2004-04-02 13:18:54 +00:00
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#ifdef __cplusplus
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2004-10-07 19:25:40 +00:00
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} /* extern "C" */
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2004-04-02 13:18:54 +00:00
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#endif
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2006-04-11 19:05:58 +00:00
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#endif /* BPY_EXTERN_H */
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