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blender-archive/source/blender/editors/SConscript

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#!/usr/bin/python
Import ('env')
SConscript(['datafiles/SConscript',
'space_api/SConscript',
'util/SConscript',
'interface/SConscript',
'animation/SConscript',
'armature/SConscript',
'mesh/SConscript',
'object/SConscript',
'curve/SConscript',
'gpencil/SConscript',
'physics/SConscript',
2009-01-20 11:54:00 +00:00
'preview/SConscript',
'space_buttons/SConscript',
'space_file/SConscript',
'space_image/SConscript',
'space_info/SConscript',
'space_graph/SConscript',
'space_node/SConscript',
'space_outliner/SConscript',
2.5 Branch ========== * Changed wmOperatorType, removing init/exit callbacks and adding cancel callback, removed default storage in favor of properties. Defined return values for exec/invoke/modal/cancel. * Don't allocate operator on the stack, and removed operator copy for handlers. Now it frees based on return values from callbacks, and just keeps a wmOperator on the heap. Also it now registers after the operator is fully finished, to get the correct final properties. * Changed OP_get_* functions to return 1 if the property is found and 0 otherwise, gives more readable code in my opinion. Added OP_verify_* functions to quickly check if the property is available and set if it's not, that's common for exec/invoke. * Removed WM_operatortypelist_append in favor of WM_operatortype_append which takes a function pointer instead of a list, avoids macro's and duplicating code. * Fix a crash where the handler would still be used while it was freed by the operator. * Spacetypes now have operatortypes() and keymap() callbacks to abstract them a bit more. * Renamed C->curarea to C->area for consistency. Removed View3D/View2D/ SpaceIpo from bContext, seems bad to keep these. * Set context variables like window/screen/area/region to NULL again when leaving that context, instead of leaving the pointers there. * Added if(G.f & G_DEBUG) for many of the prints, makes output a bit cleaner and easier to debug. * Fixed priority of the editors/interface module in scons, would otherwise give link errors. * Added start of generic view2d api. * Added space_time with some basic drawing and a single operator to change the frame.
2008-06-11 10:10:31 +00:00
'space_time/SConscript',
'space_view3d/SConscript',
'space_sound/SConscript',
'space_action/SConscript',
'space_nla/SConscript',
'space_script/SConscript',
'space_text/SConscript',
'space_sequencer/SConscript',
'space_logic/SConscript',
2008-12-25 18:29:56 +00:00
'transform/SConscript',
'screen/SConscript',
'sculpt_paint/SConscript',
2.5: Space Image ported back Organized as follows: uvedit/ uv editing related code uvedit_draw.c: drawing code uvedit_ops.c: operators, just a few done uvedit_unwrap_ops.c: will be operators for unwrapping uvedit_paramatrizer.c: lscm/abf/stretch/pack space_image/ space_image.c: registration and common getter/setters image_draw.c: drawing code, mostly functional image_panels.c: panels, all commented out image_render.c: render callbacks, non functional image_ops.c: operators, only view navigation done image_header.c: header, menus mostly done but missing buttons Notes: * Header menus consist only of Operator and RNA buttons, if they are not implemented they're displayed grayed out. Ideally the full header could work like this, but std_libbuttons looks problematic. * Started using view2d code more than the old code, but for now it still does own view2d management due to some very specific requirements that the image window has. The drawing code however is more clear hopefully, it only uses view2d, and there is no switching between 'p' and 'f' view2d's anymore, it is always 'f'. * In order to make uvedit operators more independent I move some image space settings to scene toolsettings, and the current image and its buffer is in the context. Especially sync selection and select mode belonged there anyway as this cannot work correct with different spaces having different settings anyway. * Image paint is not back yet, did not want to put that together with uvedit because there's really no code sharing.. perhaps vertex paint, image paint and sculpt would be good to have in one module to share brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
'uvedit/SConscript'])