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blender-archive/source/blender/editors/object/object_ops.c

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/**
2010-03-21 01:14:04 +00:00
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <math.h>
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_object.h"
#include "object_intern.h"
/* ************************** registration **********************************/
void ED_operatortypes_object(void)
{
WM_operatortype_append(OBJECT_OT_location_clear);
WM_operatortype_append(OBJECT_OT_rotation_clear);
WM_operatortype_append(OBJECT_OT_scale_clear);
WM_operatortype_append(OBJECT_OT_origin_clear);
WM_operatortype_append(OBJECT_OT_visual_transform_apply);
WM_operatortype_append(OBJECT_OT_location_apply);
WM_operatortype_append(OBJECT_OT_scale_apply);
WM_operatortype_append(OBJECT_OT_rotation_apply);
WM_operatortype_append(OBJECT_OT_origin_set);
WM_operatortype_append(OBJECT_OT_mode_set);
WM_operatortype_append(OBJECT_OT_editmode_toggle);
WM_operatortype_append(OBJECT_OT_posemode_toggle);
WM_operatortype_append(OBJECT_OT_proxy_make);
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
WM_operatortype_append(OBJECT_OT_hide_view_clear);
WM_operatortype_append(OBJECT_OT_hide_view_set);
WM_operatortype_append(OBJECT_OT_hide_render_clear);
WM_operatortype_append(OBJECT_OT_hide_render_set);
WM_operatortype_append(OBJECT_OT_shade_smooth);
WM_operatortype_append(OBJECT_OT_shade_flat);
WM_operatortype_append(OBJECT_OT_paths_calculate);
WM_operatortype_append(OBJECT_OT_paths_clear);
WM_operatortype_append(OBJECT_OT_parent_set);
WM_operatortype_append(OBJECT_OT_parent_no_inverse_set);
WM_operatortype_append(OBJECT_OT_parent_clear);
WM_operatortype_append(OBJECT_OT_vertex_parent_set);
WM_operatortype_append(OBJECT_OT_track_set);
WM_operatortype_append(OBJECT_OT_track_clear);
WM_operatortype_append(OBJECT_OT_slow_parent_set);
WM_operatortype_append(OBJECT_OT_slow_parent_clear);
WM_operatortype_append(OBJECT_OT_make_local);
WM_operatortype_append(OBJECT_OT_make_single_user);
WM_operatortype_append(OBJECT_OT_make_links_scene);
WM_operatortype_append(OBJECT_OT_make_links_data);
WM_operatortype_append(OBJECT_OT_move_to_layer);
WM_operatortype_append(OBJECT_OT_select_inverse);
WM_operatortype_append(OBJECT_OT_select_random);
WM_operatortype_append(OBJECT_OT_select_all);
WM_operatortype_append(OBJECT_OT_select_same_group);
WM_operatortype_append(OBJECT_OT_select_by_type);
WM_operatortype_append(OBJECT_OT_select_by_layer);
WM_operatortype_append(OBJECT_OT_select_linked);
WM_operatortype_append(OBJECT_OT_select_grouped);
WM_operatortype_append(OBJECT_OT_select_mirror);
WM_operatortype_append(OBJECT_OT_select_name); /* XXX - weak, not compat with linked objects */
WM_operatortype_append(GROUP_OT_create);
WM_operatortype_append(GROUP_OT_objects_remove);
WM_operatortype_append(GROUP_OT_objects_add_active);
WM_operatortype_append(GROUP_OT_objects_remove_active);
WM_operatortype_append(OBJECT_OT_delete);
WM_operatortype_append(OBJECT_OT_text_add);
WM_operatortype_append(OBJECT_OT_armature_add);
WM_operatortype_append(OBJECT_OT_lamp_add);
WM_operatortype_append(OBJECT_OT_camera_add);
WM_operatortype_append(OBJECT_OT_add);
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
WM_operatortype_append(OBJECT_OT_add_named);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
WM_operatortype_append(OBJECT_OT_effector_add);
WM_operatortype_append(OBJECT_OT_group_instance_add);
WM_operatortype_append(OBJECT_OT_metaball_add);
WM_operatortype_append(OBJECT_OT_duplicates_make_real);
WM_operatortype_append(OBJECT_OT_duplicate);
WM_operatortype_append(OBJECT_OT_join);
WM_operatortype_append(OBJECT_OT_join_shapes);
WM_operatortype_append(OBJECT_OT_convert);
WM_operatortype_append(OBJECT_OT_modifier_add);
WM_operatortype_append(OBJECT_OT_modifier_remove);
WM_operatortype_append(OBJECT_OT_modifier_move_up);
WM_operatortype_append(OBJECT_OT_modifier_move_down);
WM_operatortype_append(OBJECT_OT_modifier_apply);
WM_operatortype_append(OBJECT_OT_modifier_convert);
WM_operatortype_append(OBJECT_OT_modifier_copy);
WM_operatortype_append(OBJECT_OT_multires_subdivide);
WM_operatortype_append(OBJECT_OT_multires_reshape);
WM_operatortype_append(OBJECT_OT_multires_higher_levels_delete);
WM_operatortype_append(OBJECT_OT_multires_external_save);
WM_operatortype_append(OBJECT_OT_multires_external_pack);
WM_operatortype_append(OBJECT_OT_meshdeform_bind);
WM_operatortype_append(OBJECT_OT_explode_refresh);
WM_operatortype_append(OBJECT_OT_constraint_add);
WM_operatortype_append(OBJECT_OT_constraint_add_with_targets);
WM_operatortype_append(POSE_OT_constraint_add);
WM_operatortype_append(POSE_OT_constraint_add_with_targets);
WM_operatortype_append(OBJECT_OT_constraints_copy);
WM_operatortype_append(POSE_OT_constraints_copy);
WM_operatortype_append(OBJECT_OT_constraints_clear);
WM_operatortype_append(POSE_OT_constraints_clear);
WM_operatortype_append(POSE_OT_ik_add);
WM_operatortype_append(POSE_OT_ik_clear);
WM_operatortype_append(CONSTRAINT_OT_delete);
WM_operatortype_append(CONSTRAINT_OT_move_up);
WM_operatortype_append(CONSTRAINT_OT_move_down);
WM_operatortype_append(CONSTRAINT_OT_stretchto_reset);
WM_operatortype_append(CONSTRAINT_OT_limitdistance_reset);
WM_operatortype_append(CONSTRAINT_OT_childof_set_inverse);
WM_operatortype_append(CONSTRAINT_OT_childof_clear_inverse);
WM_operatortype_append(OBJECT_OT_vertex_group_add);
WM_operatortype_append(OBJECT_OT_vertex_group_remove);
WM_operatortype_append(OBJECT_OT_vertex_group_assign);
WM_operatortype_append(OBJECT_OT_vertex_group_remove_from);
WM_operatortype_append(OBJECT_OT_vertex_group_select);
WM_operatortype_append(OBJECT_OT_vertex_group_deselect);
WM_operatortype_append(OBJECT_OT_vertex_group_copy_to_linked);
WM_operatortype_append(OBJECT_OT_vertex_group_copy_to_selected);
WM_operatortype_append(OBJECT_OT_vertex_group_copy);
WM_operatortype_append(OBJECT_OT_vertex_group_normalize);
WM_operatortype_append(OBJECT_OT_vertex_group_normalize_all);
WM_operatortype_append(OBJECT_OT_vertex_group_invert);
WM_operatortype_append(OBJECT_OT_vertex_group_levels);
WM_operatortype_append(OBJECT_OT_vertex_group_blend);
WM_operatortype_append(OBJECT_OT_vertex_group_clean);
WM_operatortype_append(OBJECT_OT_vertex_group_mirror);
WM_operatortype_append(OBJECT_OT_vertex_group_set_active);
WM_operatortype_append(OBJECT_OT_vertex_group_sort);
WM_operatortype_append(OBJECT_OT_vertex_group_move);
WM_operatortype_append(OBJECT_OT_game_property_new);
WM_operatortype_append(OBJECT_OT_game_property_remove);
WM_operatortype_append(OBJECT_OT_game_property_copy);
WM_operatortype_append(OBJECT_OT_game_property_clear);
WM_operatortype_append(OBJECT_OT_logic_bricks_copy);
WM_operatortype_append(OBJECT_OT_shape_key_add);
WM_operatortype_append(OBJECT_OT_shape_key_remove);
WM_operatortype_append(OBJECT_OT_shape_key_clear);
WM_operatortype_append(OBJECT_OT_shape_key_mirror);
WM_operatortype_append(OBJECT_OT_shape_key_move);
WM_operatortype_append(LATTICE_OT_select_all);
WM_operatortype_append(LATTICE_OT_make_regular);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
WM_operatortype_append(OBJECT_OT_group_add);
WM_operatortype_append(OBJECT_OT_group_link);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
WM_operatortype_append(OBJECT_OT_group_remove);
WM_operatortype_append(OBJECT_OT_hook_add_selobj);
WM_operatortype_append(OBJECT_OT_hook_add_newobj);
WM_operatortype_append(OBJECT_OT_hook_remove);
WM_operatortype_append(OBJECT_OT_hook_select);
WM_operatortype_append(OBJECT_OT_hook_assign);
WM_operatortype_append(OBJECT_OT_hook_reset);
WM_operatortype_append(OBJECT_OT_hook_recenter);
WM_operatortype_append(OBJECT_OT_bake_image);
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
WM_operatortype_append(OBJECT_OT_drop_named_material);
}
void ED_operatormacros_object(void)
{
wmOperatorType *ot;
wmOperatorTypeMacro *otmacro;
ot= WM_operatortype_append_macro("OBJECT_OT_duplicate_move", "Duplicate", OPTYPE_UNDO|OPTYPE_REGISTER);
if(ot) {
WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
otmacro= WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_enum_set(otmacro->ptr, "proportional", PROP_EDIT_OFF);
}
/* grr, should be able to pass options on... */
ot= WM_operatortype_append_macro("OBJECT_OT_duplicate_move_linked", "Duplicate Linked", OPTYPE_UNDO|OPTYPE_REGISTER);
if(ot) {
otmacro= WM_operatortype_macro_define(ot, "OBJECT_OT_duplicate");
RNA_boolean_set(otmacro->ptr, "linked", 1);
otmacro= WM_operatortype_macro_define(ot, "TRANSFORM_OT_translate");
RNA_enum_set(otmacro->ptr, "proportional", PROP_EDIT_OFF);
}
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
/* XXX */
ot= WM_operatortype_append_macro("OBJECT_OT_add_named_cursor", "Add named object at cursor", OPTYPE_UNDO|OPTYPE_REGISTER);
if(ot) {
RNA_def_string(ot->srna, "name", "Cube", 24, "Name", "Object name to add.");
WM_operatortype_macro_define(ot, "VIEW3D_OT_cursor3d");
WM_operatortype_macro_define(ot, "OBJECT_OT_add_named");
}
}
static int object_mode_poll(bContext *C)
{
Object *ob= CTX_data_active_object(C);
return (!ob || ob->mode == OB_MODE_OBJECT);
}
void ED_keymap_object(wmKeyConfig *keyconf)
{
wmKeyMap *keymap;
wmKeyMapItem *kmi;
int i;
/* Objects, Regardless of Mode -------------------------------------------------- */
keymap= WM_keymap_find(keyconf, "Object Non-modal", 0, 0);
/* Note: this keymap works disregarding mode */
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", TABKEY, KM_PRESS, 0, 0);
RNA_enum_set(kmi->ptr, "mode", OB_MODE_EDIT);
RNA_boolean_set(kmi->ptr, "toggle", 1);
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", TABKEY, KM_PRESS, KM_CTRL, 0);
RNA_enum_set(kmi->ptr, "mode", OB_MODE_POSE);
RNA_boolean_set(kmi->ptr, "toggle", 1);
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", VKEY, KM_PRESS, 0, 0);
RNA_enum_set(kmi->ptr, "mode", OB_MODE_VERTEX_PAINT);
RNA_boolean_set(kmi->ptr, "toggle", 1);
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_mode_set", TABKEY, KM_PRESS, KM_CTRL, 0);
RNA_enum_set(kmi->ptr, "mode", OB_MODE_WEIGHT_PAINT);
RNA_boolean_set(kmi->ptr, "toggle", 1);
WM_keymap_add_item(keymap, "OBJECT_OT_origin_set", CKEY, KM_PRESS, KM_ALT|KM_SHIFT|KM_CTRL, 0);
/* Object Mode ---------------------------------------------------------------- */
/* Note: this keymap gets disabled in non-objectmode, */
keymap= WM_keymap_find(keyconf, "Object Mode", 0, 0);
keymap->poll= object_mode_poll;
/* object mode supports PET now */
ED_object_generic_keymap(keyconf, keymap, 1);
WM_keymap_add_item(keymap, "VIEW3D_OT_game_start", PKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_select_all", AKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_select_inverse", IKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_select_linked", LKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_select_grouped", GKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_select_mirror", MKEY, KM_PRESS, KM_CTRL|KM_SHIFT, 0);
kmi= WM_keymap_add_item(keymap, "OBJECT_OT_select_hierarchy", LEFTBRACKETKEY, KM_PRESS, 0, 0);
RNA_enum_set_identifier(kmi->ptr, "direction", "PARENT");
kmi= WM_keymap_add_item(keymap, "OBJECT_OT_select_hierarchy", LEFTBRACKETKEY, KM_PRESS, KM_SHIFT, 0);
RNA_enum_set_identifier(kmi->ptr, "direction", "PARENT");
RNA_boolean_set(kmi->ptr, "extend", 1);
kmi= WM_keymap_add_item(keymap, "OBJECT_OT_select_hierarchy", RIGHTBRACKETKEY, KM_PRESS, 0, 0);
RNA_enum_set_identifier(kmi->ptr, "direction", "CHILD");
kmi= WM_keymap_add_item(keymap, "OBJECT_OT_select_hierarchy", RIGHTBRACKETKEY, KM_PRESS, KM_SHIFT, 0);
RNA_enum_set_identifier(kmi->ptr, "direction", "CHILD");
RNA_boolean_set(kmi->ptr, "extend", 1);
WM_keymap_verify_item(keymap, "OBJECT_OT_parent_set", PKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_parent_no_inverse_set", PKEY, KM_PRESS, KM_CTRL|KM_SHIFT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_parent_clear", PKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_track_set", TKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_track_clear", TKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_constraint_add_with_targets", CKEY, KM_PRESS, KM_CTRL|KM_SHIFT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_constraints_clear", CKEY, KM_PRESS, KM_CTRL|KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_location_clear", GKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_rotation_clear", RKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_scale_clear", SKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "OBJECT_OT_origin_clear", OKEY, KM_PRESS, KM_ALT, 0);
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_clear", HKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_set", HKEY, KM_PRESS, 0, 0);
RNA_boolean_set(WM_keymap_add_item(keymap, "OBJECT_OT_hide_view_set", HKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "unselected", 1);
/* same as above but for rendering */
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_clear", HKEY, KM_PRESS, KM_ALT|KM_CTRL, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_set", HKEY, KM_PRESS, KM_CTRL, 0);
// RNA_boolean_set(WM_keymap_add_item(keymap, "OBJECT_OT_hide_render_set", HKEY, KM_PRESS, KM_SHIFT|KM_CTRL, 0)->ptr, "unselected", 1); // conflicts, removing
WM_keymap_add_item(keymap, "OBJECT_OT_move_to_layer", MKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_delete", XKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_delete", DELKEY, KM_PRESS, 0, 0);
WM_keymap_add_menu(keymap, "INFO_MT_add", AKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_duplicates_make_real", AKEY, KM_PRESS, KM_SHIFT|KM_CTRL, 0);
WM_keymap_add_menu(keymap, "VIEW3D_MT_object_apply", AKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_menu(keymap, "VIEW3D_MT_make_single_user", UKEY, KM_PRESS, 0, 0);
WM_keymap_add_menu(keymap, "VIEW3D_MT_make_links", LKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_duplicate_move", DKEY, KM_PRESS, KM_SHIFT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_duplicate_move_linked", DKEY, KM_PRESS, KM_ALT, 0);
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
WM_keymap_add_item(keymap, "OBJECT_OT_join", JKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_convert", CKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_proxy_make", PKEY, KM_PRESS, KM_CTRL|KM_ALT, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_make_local", LKEY, KM_PRESS, 0, 0);
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
// XXX this should probably be in screen instead... here for testing purposes in the meantime... - Aligorith
operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*) ACT_OT_clean --> ACTION_OT_clean ACT_OT_clickselect --> ACTION_OT_clickselect ACT_OT_copy --> ACTION_OT_copy ACT_OT_delete --> ACTION_OT_delete ACT_OT_duplicate --> ACTION_OT_duplicate ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type ACT_OT_frame_jump --> ACTION_OT_frame_jump ACT_OT_handle_type --> ACTION_OT_handle_type ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert ACT_OT_interpolation_type --> ACTION_OT_interpolation_type ACT_OT_keyframe_type --> ACTION_OT_keyframe_type ACT_OT_mirror --> ACTION_OT_mirror ACT_OT_new --> ACTION_OT_new ACT_OT_paste --> ACTION_OT_paste ACT_OT_previewrange_set --> ACTION_OT_previewrange_set ACT_OT_properties --> ACTION_OT_properties ACT_OT_sample --> ACTION_OT_sample ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle ACT_OT_select_border --> ACTION_OT_select_border ACT_OT_select_column --> ACTION_OT_select_column ACT_OT_snap --> ACTION_OT_snap ACT_OT_test --> ACTION_OT_test ACT_OT_unlink --> ACTION_OT_unlink ACT_OT_view_all --> ACTION_OT_view_all ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove FILE_OT_add_bookmark --> FILE_OT_bookmark_add GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert NLA_OT_add_actionclip --> NLA_OT_actionclip_add NLA_OT_add_meta --> NLA_OT_meta_add NLA_OT_add_tracks --> NLA_OT_tracks_add NLA_OT_add_transition --> NLA_OT_transition_add NLA_OT_remove_meta --> NLA_OT_meta_remove PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove PTCACHE_OT_add_new --> PTCACHE_OT_add
2009-11-28 14:37:21 +00:00
WM_keymap_verify_item(keymap, "ANIM_OT_keyframe_insert_menu", IKEY, KM_PRESS, 0, 0);
WM_keymap_verify_item(keymap, "ANIM_OT_keyframe_delete_v3d", IKEY, KM_PRESS, KM_ALT, 0);
WM_keymap_verify_item(keymap, "ANIM_OT_keying_set_active_set", IKEY, KM_PRESS, KM_CTRL|KM_SHIFT|KM_ALT, 0);
WM_keymap_verify_item(keymap, "GROUP_OT_create", GKEY, KM_PRESS, KM_CTRL, 0);
WM_keymap_verify_item(keymap, "GROUP_OT_objects_remove", GKEY, KM_PRESS, KM_CTRL|KM_ALT, 0);
WM_keymap_verify_item(keymap, "GROUP_OT_objects_add_active", GKEY, KM_PRESS, KM_SHIFT|KM_CTRL, 0);
WM_keymap_verify_item(keymap, "GROUP_OT_objects_remove_active", GKEY, KM_PRESS, KM_SHIFT|KM_ALT, 0);
WM_keymap_add_menu(keymap, "VIEW3D_MT_object_specials", WKEY, KM_PRESS, 0, 0);
for(i=0; i<=5; i++) {
kmi = WM_keymap_add_item(keymap, "OBJECT_OT_subdivision_set", ZEROKEY+i, KM_PRESS, KM_CTRL, 0);
RNA_int_set(kmi->ptr, "level", i);
}
2009-11-26 15:36:23 +00:00
/* ############################################################################ */
/* ################################ LATTICE ################################### */
/* ############################################################################ */
keymap= WM_keymap_find(keyconf, "Lattice", 0, 0);
keymap->poll= ED_operator_editlattice;
WM_keymap_add_item(keymap, "LATTICE_OT_select_all", AKEY, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "OBJECT_OT_vertex_parent_set", PKEY, KM_PRESS, KM_CTRL, 0);
/* menus */
WM_keymap_add_menu(keymap, "VIEW3D_MT_hook", HKEY, KM_PRESS, KM_CTRL, 0);
ED_object_generic_keymap(keyconf, keymap, 2);
}
void ED_object_generic_keymap(struct wmKeyConfig *UNUSED(keyconf), struct wmKeyMap *keymap, int do_pet)
{
wmKeyMapItem *kmi;
/* used by mesh, curve & lattice only */
if(do_pet) {
/* context ops */
kmi = WM_keymap_add_item(keymap, "WM_OT_context_cycle_enum", OKEY, KM_PRESS, KM_SHIFT, 0);
RNA_string_set(kmi->ptr, "data_path", "tool_settings.proportional_edit_falloff");
// Object mode
if (do_pet == 1) {
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle", OKEY, KM_PRESS, 0, 0);
RNA_string_set(kmi->ptr, "data_path", "tool_settings.use_proportional_edit_objects");
} else { // Edit mode
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", OKEY, KM_PRESS, 0, 0);
RNA_string_set(kmi->ptr, "data_path", "tool_settings.proportional_edit");
RNA_string_set(kmi->ptr, "value_1", "DISABLED");
RNA_string_set(kmi->ptr, "value_2", "ENABLED");
/* for modes/object types that allow 'connected' mode, add the Alt O key */
if (do_pet == 3) {
kmi = WM_keymap_add_item(keymap, "WM_OT_context_toggle_enum", OKEY, KM_PRESS, KM_ALT, 0);
RNA_string_set(kmi->ptr, "data_path", "tool_settings.proportional_edit");
RNA_string_set(kmi->ptr, "value_1", "DISABLED");
RNA_string_set(kmi->ptr, "value_2", "CONNECTED");
}
}
}
}