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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#include "BMF_Api.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "DNA_ID.h"
#include "DNA_object_types.h"
#include "DNA_oops_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view2d_types.h"
#include "BKE_utildefines.h"
#include "BKE_global.h"
#include "BIF_interface.h"
#include "BIF_interface_icons.h"
#include "BIF_language.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
#include "BIF_mywindow.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
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#include "BIF_outliner.h"
#include "BIF_resources.h"
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
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#include "BIF_screen.h"
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/* #include "BIF_drawoops.h" bad name :(*/
#include "BIF_oops.h"
#include "BSE_drawipo.h"
#include "BSE_drawoops.h"
float aspect;
void *font;
static float icon_width();
float center_oops_text(char *str);
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void boundbox_oops(short sel)
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{
Oops *oops;
float min[2], max[2];
int ok= 0;
if(G.soops==0) return;
min[0]= 1000.0;
max[0]= -1000.0;
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min[1]= 1000.0;
max[1]= -1000.0;
oops= G.soops->oops.first;
while(oops) {
if ((oops->hide==0 && !sel) || (sel && oops->flag & SELECT )) {
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ok= 1;
min[0]= MIN2(min[0], oops->x);
max[0]= MAX2(max[0], oops->x+OOPSX);
min[1]= MIN2(min[1], oops->y);
max[1]= MAX2(max[1], oops->y+OOPSY);
}
oops= oops->next;
}
if(ok==0) return;
G.v2d->tot.xmin= min[0];
G.v2d->tot.xmax= max[0];
G.v2d->tot.ymin= min[1];
G.v2d->tot.ymax= max[1];
}
void give_oopslink_line(Oops *oops, OopsLink *ol, float *v1, float *v2)
{
if(ol->to && ol->to->hide==0) {
v1[0]= oops->x+ol->xof;
v1[1]= oops->y+ol->yof;
v2[0]= ol->to->x+OOPSX/2;
v2[1]= ol->to->y;
}
else if(ol->from && ol->from->hide==0) {
v1[0]= ol->from->x + ol->xof;
v1[1]= ol->from->y + ol->xof;
v2[0]= oops->x+OOPSX/2;
v2[1]= oops->y;
}
}
void draw_oopslink(Oops *oops)
{
OopsLink *ol;
float vec[4][3], dist, spline_step;
short curve_res;
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if(oops->type==ID_SCE || oops->type==ID_GR) {
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if(oops->flag & SELECT) {
/* when using python Mesh to make meshes a file was saved
that had an oops with no ID, stops a segfault when looking for lib */
if(oops->id && oops->id->lib) cpack(0x4080A0);
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else cpack(0x808080);
}
else cpack(0x606060);
}
else {
if(oops->flag & SELECT) {
if(oops->id && oops->id->lib) cpack(0x11AAFF);
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else cpack(0xFFFFFF);
}
else cpack(0x0);
}
glEnable(GL_MAP1_VERTEX_3);
vec[0][2]= vec[1][2]= vec[2][2]= vec[3][2]= 0.0; /* only 2d spline, set the Z to 0*/
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ol= oops->link.first;
while(ol) {
if(ol->to && ol->to->hide==0) {
give_oopslink_line(oops, ol, vec[0], vec[3]);
dist= 0.5*VecLenf(vec[0], vec[3]);
/* check ol->xof and yof for direction */
if(ol->xof == 0.0) {
vec[1][0]= vec[0][0]-dist;
vec[1][1]= vec[0][1];
}
else if(ol->xof==OOPSX) {
vec[1][0]= vec[0][0]+dist;
vec[1][1]= vec[0][1];
}
else {
vec[1][0]= vec[0][0];
vec[1][1]= vec[0][1]+dist;
}
/* v3 is always pointing down */
vec[2][0]= vec[3][0];
vec[2][1]= vec[3][1] - dist;
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if( MIN4(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) > G.v2d->cur.xmax); /* clipped */
else if ( MAX4(vec[0][0], vec[1][0], vec[2][0], vec[3][0]) < G.v2d->cur.xmin); /* clipped */
else {
/* calculate a curve resolution to use based on the length of the curve.*/
curve_res = MIN2(40, MAX2(2, 2*dist/aspect));
/* we can reuse the dist variable here to increment the GL curve eval amount*/
dist = (float)1/curve_res;
spline_step = 0.0;
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, vec[0]);
glBegin(GL_LINE_STRIP);
while (spline_step < 1.000001) {
glEvalCoord1f(spline_step);
spline_step += dist;
}
glEnd();
}
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}
ol= ol->next;
}
}
static float icon_width()
{
/* change it in *one place* when you mess around */
return 0.8*OOPSY;
}
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void draw_icon_oops(float *co, short type)
{
BIFIconID icon;
float ofs;
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switch(type) {
default: return;
case ID_OB: icon= ICON_OBJECT_HLT; break;
case ID_ME: icon= ICON_MESH_HLT; break;
case ID_CU: icon= ICON_CURVE_HLT; break;
case ID_MB: icon= ICON_MBALL_HLT; break;
case ID_LT: icon= ICON_LATTICE_HLT; break;
case ID_LA: icon= ICON_LAMP_HLT; break;
case ID_MA: icon= ICON_MATERIAL_HLT; break;
case ID_TE: icon= ICON_TEXTURE_HLT; break;
case ID_IP: icon= ICON_IPO_HLT; break;
case ID_LI: icon= ICON_LIBRARY_HLT; break;
case ID_IM: icon= ICON_IMAGE_HLT; break;
case ID_GR: icon= ICON_CIRCLE_DEHLT; break;
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}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* height of box is OOPSY...icon is centered vertically */
ofs = (OOPSY - icon_width())/2.0;
BIF_icon_draw_aspect(co[0], co[1]+ofs, icon, icon_width()*aspect*ICON_DEFAULT_HEIGHT/OOPSY);
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glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
}
void mysbox(float x1, float y1, float x2, float y2)
{
float vec[2];
glBegin(GL_LINE_LOOP);
vec[0]= x1; vec[1]= y1;
glVertex2fv(vec);
vec[0]= x2;
glVertex2fv(vec);
vec[1]= y2;
glVertex2fv(vec);
vec[0]= x1;
glVertex2fv(vec);
glEnd();
}
unsigned int give_oops_color(short type, short sel, unsigned int *border)
{
unsigned int body;
/* also finds out if a dashed line should be drawn */
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switch(type) {
case ID_OB:
body= 0x707070; break;
case ID_SCE:
body= 0x608060; break;
case ID_MA:
body= 0x808060; break;
case ID_TE:
body= 0x7080a0; break;
case ID_IP:
body= 0x906050; break;
case ID_LA:
body= 0x608080; break;
case ID_LI:
body= 0x2198DC; break;
case ID_IM:
body= 0x35659F; break;
case ID_GR:
body= 0x507050; break;
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default:
body= 0x606070; break;
}
if(sel) {
if(G.moving) *border= 0xf0f0f0;
else *border= 0xc0c0c0;
}
else *border= 0x0;
return body;
}
float center_oops_text(char *str)
/* gives x offset at which to draw oops text -- takes icon into account */
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{
int len;
float width;
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len= strlen(str);
if(len < 1) return 0;
/* center at box width of OOPSX */
width= aspect*BIF_GetStringWidth(font, str, 0) + icon_width();
while(width > OOPSX && len >= 0) {
str[len] = 0;
width= aspect*BIF_GetStringWidth(font, str, 0) + icon_width();
len--;
}
return (OOPSX - width)/2;
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}
void draw_oops(Oops *oops)
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{
OopsLink *ol;
float v1[2], x1, y1, x2, y2, f1, f2;
unsigned int body, border;
short line= 0;
char str[FILE_MAXDIR+FILE_MAXFILE+5];
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x1= oops->x;
x2= oops->x+OOPSX;
y1= oops->y;
y2= oops->y+OOPSY;
/* do clip */
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if(x2 < G.v2d->cur.xmin || x1 > G.v2d->cur.xmax) return;
if(y2 < G.v2d->cur.ymin || y1 > G.v2d->cur.ymax) return;
body= give_oops_color(oops->type, oops->flag & SELECT, &border);
if(oops->id== (ID *)((G.scene->basact) ? (G.scene->basact->object) : 0)) line= 1;
else if(oops->id== (ID *)G.scene) line= 1;
if (!oops->id) return;
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if(oops->id->us) {
cpack(body);
glRectf(x1, y1, x2, y2);
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}
if(oops->id->lib) {
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if(oops->id->flag & LIB_INDIRECT) cpack(0x1144FF);
else cpack(0x11AAFF);
glRectf(x2-0.2*OOPSX, y2-0.2*OOPSX, x2-0.1*OOPSX, y2-0.1*OOPSX);
}
v1[0]= x1;
v1[1] = y1;
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if(oops->type==ID_LI) {
sprintf(str, " %s", ((Library *)oops->id)->name);
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}
else {
sprintf(str, " %s", oops->id->name+2);
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}
BIF_SetScale(aspect);
v1[0] += center_oops_text(str);
draw_icon_oops(v1, oops->type);
v1[0] += icon_width();
v1[1] = y1+(y2-y1)/3.0;
if(oops->flag & SELECT) BIF_ThemeColor(TH_TEXT_HI);
else BIF_ThemeColor(TH_TEXT);
glRasterPos2f(v1[0], v1[1]);
BIF_RasterPos(v1[0], v1[1]);
BIF_SetScale(aspect);
BIF_DrawString(font, str, 0);
if(line) setlinestyle(2);
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cpack(border);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glRectf(x1, y1, x2, y2);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
if(line) setlinestyle(0);
/* connection blocks */
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ol= oops->link.first;
while(ol) {
f1= x1+ol->xof;
f2= y1+ol->yof;
body= give_oops_color(ol->type, oops->flag & SELECT, &border);
cpack(body);
glRectf(f1-.2, f2-.2, f1+.2, f2+.2);
cpack(border);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glRectf(f1-.2, f2-.2, f1+.2, f2+.2);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
ol= ol->next;
}
if(oops->flag & OOPS_REFER) {
/* Draw the little rounded connection point */
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glColor3ub(0, 0, 0);
glPushMatrix();
glTranslatef(oops->x + 0.5*OOPSX, oops->y, 0.0);
glutil_draw_filled_arc(0.0, M_PI, 0.05*OOPSX, 7);
glPopMatrix();
}
}
void drawoopsspace(ScrArea *sa, void *spacedata)
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{
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
SpaceOops *soops= spacedata;
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Oops *oops;
float col[3];
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BIF_GetThemeColor3fv(TH_BACK, col);
if(soops==0) return;
/* darker background for oops */
if(soops->type!=SO_OUTLINER) {
col[0] = col[0] * 0.75; col[1] = col[1] * 0.75; col[2] = col[2] * 0.75;
}
glClearColor(col[0], col[1], col[2], 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(soops->type==SO_OUTLINER) draw_outliner(sa, soops);
else {
build_oops(); /* changed to become first call... */
boundbox_oops(0);
calc_scrollrcts(sa, G.v2d, curarea->winx, curarea->winy);
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myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
bwin_clear_viewmat(sa->win); /* clear buttons view */
glLoadIdentity();
aspect= (G.v2d->cur.xmax - G.v2d->cur.xmin)/((float)sa->winx);
font= uiSetCurFont_ext(30*aspect);
2002-10-12 11:37:38 +00:00
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
calc_ipogrid(); /* for scrollvariables */
/* drop shadow */
BIF_ThemeColorShade(TH_BACK, -96); /* drop shadow color */
glRectf(G.v2d->tot.xmin-1, G.v2d->tot.ymin-3, G.v2d->tot.xmax+3,
G.v2d->tot.ymax+1);
/* light square in the center */
BIF_GetThemeColor3fv(TH_BACK, col);
glColor3fv(col);
glRectf(G.v2d->tot.xmin-2, G.v2d->tot.ymin-2, G.v2d->tot.xmax+2,
G.v2d->tot.ymax+2);
/* box around the oops. */
cpack(0x0);
mysbox(G.v2d->tot.xmin-2, G.v2d->tot.ymin-2, G.v2d->tot.xmax+2,
G.v2d->tot.ymax+2);
/* Draw unselected oops links */
for(oops= soops->oops.first; oops; oops = oops->next) {
if(oops->hide==0 && (oops->flag & SELECT)); else {
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
draw_oopslink(oops);
}
2002-10-12 11:37:38 +00:00
}
/* Draw selected oops links */
for(oops= soops->oops.first; oops; oops = oops->next) {
if(oops->hide==0 && (oops->flag & SELECT)) {
draw_oopslink(oops);
}
}
for(oops= soops->oops.first; oops; oops = oops->next) {
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(oops->hide==0) {
if(oops->flag & SELECT); else draw_oops(oops);
}
2002-10-12 11:37:38 +00:00
}
for(oops= soops->oops.first; oops; oops = oops->next) {
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(oops->hide==0) {
if(oops->flag & SELECT) draw_oops(oops);
}
2002-10-12 11:37:38 +00:00
}
}
/* restore viewport */
mywinset(curarea->win);
/* ortho at pixel level curarea */
myortho2(-0.375, sa->winx-0.375, -0.375, sa->winy-0.375);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(soops->type==SO_OUTLINER) {
if(sa->winx>SCROLLB+10 && sa->winy>SCROLLH+10) {
if(G.v2d->scroll) drawscroll(0);
}
2002-10-12 11:37:38 +00:00
}
draw_area_emboss(sa);
2002-10-12 11:37:38 +00:00
curarea->win_swap= WIN_BACK_OK;
}