Commit Graph

214 Commits

Author SHA1 Message Date
f743b583bf more lint includes
Only source/blender/editors/ dir, should not give errors on different platforms
Only removing:  UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
2010-03-23 14:09:09 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
9d0dbd707e Fix [#20754] Histogram Not Updating, Showing Incorrect Levels, Colour Management on/off leads to Crash
Various internal fixes, also additional feature - can drag on the histogram to change scale 
(0 key to reset).

Also fix [#20844] Color balance node (lift freeze)
2010-01-28 07:26:21 +00:00
0bb36e9ced Fixes to Color Balance node:
* The Lift/Gamma/Gain formula previously was incorrect, fixed this and 
removed conversions - now the RNA values are the same as what goes into 
the formula.
* Because of this, added the ability for the Value slider to map to a wider range 
than 0.0-1.0. The black/white gradient remains the same, in this case just 
indicating darker/brighter rather than absolute colour values. Also added ability 
for color wheels to be locked at full brightness (useful for this case, where the 
color value itself is dark).
* Added an alternate formula - offset/power/slope (asc-cdl). This fits the standard 
Color Decision List formula, here for compatibility with other systems, though 
default Lift/Gamma/Gain is easier to use and gives nicer results.
2010-01-27 00:22:29 +00:00
b119ce5fcc 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
da3abc78a2 Fix [#20744] Turning on Shading in Themes adversely affects display of color swatches 2010-01-21 05:14:05 +00:00
6d06f54fbe Fix [#20742] splash screen: file names over 26 characters overlap with "Ctrl O" 2010-01-21 01:30:32 +00:00
3e1783c715 New Compositor node: Hue Control
Was very quick to do, now re-aquainted with node editor.

http://mke3.net/blender/devel/2.5/hue_correct_node.jpg

Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and 
I can help :)
2010-01-21 00:00:45 +00:00
ed578c27c8 patch [#20690] Cut Linking for Logic Bricks
from Dalai Felinto (dfelinto)

cutting kinks now works the same as in the node editor.
2010-01-19 11:24:42 +00:00
aab8196a1c Finished some work from the weekend to keep local tree clean..
* Added a generic 'histogram' ui control, currently available in new image editor 
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.

It's a baby step in unifying the functionality and code from the sequence editor, 
so eventually we can migrate the sequence preview to the image editor too, 
like compositor.

Still a couple of rough edges to tweak, regarding when it updates. Also would 
be very nice to have this region as a partially transparent overlapping region...
2010-01-19 01:32:06 +00:00
Dalai Felinto
690ad15099 Text Editor: Add an option "Tabs as Spaces".
So now tab is not ALWAYS converted to spaces.
This is stored by text datablock (what allows to do nice things in the future, as automatic check for the indentation type of the file).

Ideally we should redraw the other Text Editor windows after changing that (in case the same file is opened and the Property panel is also open). Not sure how to do that though.

I'm using TABSTOSPACES as the DEFINE flag because TABSASSPACES sounds too ugly.

(also fix for interface divisor bug)
2010-01-14 21:30:51 +00:00
b0f87935a8 spelling errors, no real changes to code. 2010-01-14 10:59:42 +00:00
e8c4be18a8 Fix [#20029] Text input fields with dropdown list bugs 2010-01-14 09:56:41 +00:00
0edecb73cf Fix [#20655] wrong button shading
Also restored copy/paste for color swatches
2010-01-13 02:01:34 +00:00
629bfd2a31 Fix [#19922] outliner+renaming+shift+home 2010-01-12 05:54:15 +00:00
9d67c720d5 * Tweak for splash screen rev. info - dalai, does this look ok on your machine?
* Added very feint separator lines in menus
2010-01-11 01:26:16 +00:00
3564eb7763 Added user preferences for color picker type, includes colour wheel + 3 square types.
Find it in prefs -> system
2010-01-09 06:44:54 +00:00
cf9b728c6a Color Picker work:
Restored the old Eyedropper tool from the 2.4 colour picker. Now it's an operator, 
working nicely using rna properties (fixes #19475 and some todo items)

This ended up being a bit more work than expected, it involved converting the 
colour picker to use RNA properties directly, rather than temporary values. This has 
several advantages, including being able to type in RGB values greater than 1, 
however there are still some redraw issues with sliders.

Also removed the alternate color pickers after this time spent testing, the current one 
should be sufficient, or alternatives to the wheel can possibly become preferences 
in the current design.

Converting the picker to RNA also made it very trivial to make a cool new 
ColorWheel template, which can be embedded in UI layouts. I've enabled it already 
in texture/vertex paint brush properties and the sequence editor color correction:
http://mke3.net/blender/devel/2.5/colorwheels.jpg
2010-01-07 09:55:11 +00:00
251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00
b89138564e Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color 
management works internally. While the previous method worked well for 
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult 
for other areas such as compositing.

This implementation now considers all color data (with only a couple of 
exceptions such as brush colors) to be stored in linear RGB color space, 
rather than sRGB as previously. This brings it in line with Nuke, which also 
operates this way, quite successfully. Color swatches, pickers, color ramp 
display are now gamma corrected to display gamma so you can see what 
you're doing, but the numbers themselves are considered linear. This 
makes understanding blending modes more clear (a 0.5 value on overlay 
will not change the result now) as well as making color swatches act more 
predictably in the compositor, however bringing over color values from 
applications like photoshop or gimp, that operate in a gamma space, 
will give identical results.

This commit will convert over existing files saved by earlier 2.5 versions to 
work generally the same, though there may be some slight differences with 
things like textures. Now that we're set on changing other areas of shading, 
this won't be too disruptive overall.

I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png

and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
7b036e1dcb Splash screen, implemented by Matt.
* Now has documentation links and recent files.
* Click on image or outside splash to make it go away.
* Still has old image, new one will be committed later.
2009-11-23 13:58:55 +00:00
c6dbbde16b Various bugfixes:
* Tweaked the code for operator buttons so that only those operator buttons in the toolbar have their text left-aligned. This is done at layout-block level

* Silenced "file_init" print when opening the file browser

* Disabled animateability of the "active_shape_key_index" for Objects, since this property behaves in a very unpredictable manner, leading to problems with users trying to keyframe shapekey values and ending up keying the list. 

* Remove some unnecessary RNA wrapping code
2009-11-23 09:47:56 +00:00
040c2affa6 Revert toolbar shading commit. 2009-11-19 09:57:04 +00:00
0df9ea6cd5 Made toolbar buttons slightly brighter, to make them stand out from the background more. 2009-11-18 18:01:54 +00:00
b1a5ba6804 Changed the appearance of the toolbar buttons.
When stacked on top of each other, it looks cleaner and simpler without the gradient.
This makes it easier to scan through long lists of tools.

http://www.reynish.com/files/blender25/toolbar_buttons.png
2009-11-18 10:57:30 +00:00
26695c15c2 Made toolbar buttons left-aligned.
Currently all tool buttons are left aligned, unless it has an icon like the Render Image and Animation buttons.
Later it might be nicer to introduce a proper flag to make text center aligned for those cases.
2009-11-17 20:19:35 +00:00
05df56033c * Tweak to button text clipping, now the text label part gets clipped from the right side 2009-11-12 00:48:44 +00:00
4157e51a25 * Fix for [#19488] Small slider = hidden values
Now number fields use a new method of clipping text when the available space is small:
http://vimeo.com/7545600
2009-11-11 10:27:25 +00:00
6dcb4ac7a4 * Fixing various compiler warnings under scons+mingw. Mostly unused variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
2009-11-11 09:59:51 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
ad409e5c7e * Small UI drawing tweaks, part of it allowing a bit of extra space for text in number fields 2009-11-10 03:48:02 +00:00
6bfcd5a811 how embarrassing! 2009-11-02 17:25:15 +00:00
fe649ec580 Num Sliders Tweak:
The dark bar for sliders will now be drawn in a way that takes into account the state of the slider (this includes info about keyframing and/or drivers). This means no more ambiguarity about whether these sliders are animated or not!

I've had to make a little hack here to make sure that the sliders bar will still be visible after the state has been blended, but this should probably be solved nicer by adding a separate setting for blending-factor in this case.
2009-10-15 11:52:23 +00:00
15d07720e5 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
ba7fb3f969 Fix drawing of MENU buttons with only an icon, was not aligned right
and showing unneeded triangles (+ buttons in Boids Brain).
2009-09-28 15:59:09 +00:00
3448f675cb Fix #19427, problem in blenfont not computing the width of text correct,
particularly text including spaces. This gave some problems with placing
the cursor and selection, and clipping text inside buttons.
2009-09-21 21:26:04 +00:00
6cee5201ec Third widget commit ;)
Thanks to Broken for finding the bug.
2009-09-14 12:28:59 +00:00
042d3e5956 2.5: fix for merge, forward_diff_bezier needed to be updated. 2009-09-11 14:56:54 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
b33b6babbd 2.5 - Sliders in Animation Editors
The 'Show Sliders' option for DopeSheet and Graph Editors now works again. When this option is enabled (it is disabled by default), a slider (or combobox) is shown beside the mute/lock toggles for F-Curves. Editing the slider will result in a new keyframe being added on the current frame. 

So, for all the (ex)-Maya animators out there, you can now animate in a channelbox-like way. :)

Also in this commit:
* Fixed some warnings in modifier.c from previous commits there
* Fixed some refresh problems with DopeSheet channel list (which were only obvious after adding back the sliders)
* Removed the old/unrestored and nasty slider code used in the past by the Action Editor only.
2009-08-24 04:31:13 +00:00
7da7103d1a UI
Changed the rounding of action buttons. The round style looked pleasing when they were isolated, viewed by themselves, but looked terrible when grouped, or at small sizes with icons as it was often used. The old Filebrowse or Render This Window buttons were examples of how badly they looked with an icon, and the rounding in the tools area made for some weird visual shapes. When combined in groups of widgets, such as the datablock selectors it looked even weirder, because one side of the group would be square and the other would be round, causing some spatial clashes. 

http://www.reynish.com/files/blender25/actionbuttons_new.png

Also tweaked the tools sub-area color which stood out as being much brighter than the rest of the UI. When the tools area was open in the default layout, the overall impression was asymmetrical, non-harmonic.
2009-08-23 21:56:32 +00:00
aace6ef551 2.5: Restored statistics in the info header.
Implementation:
* NC_SCENE or NC_OBJECT cause scene->stats to be cleared.
* NC_INFO is sent to tag info headers for redraw.
* In UI scene.statistics() creates scene->stats if it is
  NULLd, and then returns the string.
2009-08-19 12:35:40 +00:00
184ac26dd0 2.5: Headers
* Fix header menu spacing bug, and make it consistent for all headers.
* For consistency, always put menus first in the header, then any enums
  to switch the type of data displayed.
* Node editor header ported to python layout. Still quite a few
  operators missing to make the menus complete.
* RNA wrapped node editor, and added use_nodes property to material
  and scene.
2009-08-19 00:55:30 +00:00
c9795eae45 Fixed the texture preview to work with multi-output node-based textures. 2009-08-18 19:58:27 +00:00
8dd523a154 2.5: Fixes
* Disable shaded mode for now, it cause too many crashes combined
  with preview render, will be fixed properly later.
* Make 3d view toolbar region a bit wider. Ideally this would not
  be needed, but the sculpt/paint buttons just don't fit otherwise.
* Revert change to icon/text spacing in buttons, it breaks text
  editing and clipping. Will properly fix this later so changing
  the spacing can be done centrally.
* Fix for grease pencil simplify stroke python error. Now button
  is hidden (as in 2.4), but still available through outliner.
* Fix for memory leak in UI code, when using ctrl+Q menu.
* Fix submenu > icon being drawn on some buttons where it was not
  needed.
2009-08-10 20:57:12 +00:00
13786ba621 2.5 - Tiny tweak to a tiny tweak for text padding (22039)
The second tweak made (for the case without an icon) was causing superfluous spacing all over the UI for things like checkboxes + combo-boxes + text widgets. This was quite ugly and gave readability issues with the checkboxes in particular.
2009-07-30 10:33:27 +00:00
61bd567071 * tiny tweak to icon/text padding in list ui templates 2009-07-30 03:26:33 +00:00
c645f3660d 2.5 file browser
* Bugfix: keep the filename when changing directory, either by clicking on it or by selecting a bookmark
* MSVC uninitialized variable runtime check fix in widget_draw_text
2009-07-28 18:20:16 +00:00
a5e1ff294e 2.5: UI
* Text editing in buttons now hides the label, to give more space.
* Tweak slider buttons text clipping, happened a bit too early.
* Move editing text closer to the left, because the < > buttons
  are not visible then anyway.
2009-07-28 17:59:59 +00:00