Commit Graph

302 Commits

Author SHA1 Message Date
035d86402b Fix: tab completing a filepath name in file browsers asks to create a new
directory if name was not fully matched

When hitting tab to complete a directory name in the filepath field in the
filebrowser Blender shows a "create new directory?" popup, if the beginning
of directory name typed in the field matches many entries. For example if you
have directories in the open directory called "test123" and "test456", typing
"te", tab would complete up to "test", but ask to create a new folder with the
name "test".

This patch unsets the boolean storing the info about changing filepath if the
folder with the completed name does not exist.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D10
2013-11-19 16:42:50 +01:00
3579dfe23a interface, replace '|' with define UI_SEP_CHAR 2013-09-11 05:06:27 +00:00
35b61a7512 Move GCC attributes into a centraized defines
Instead of having ifdef __GNUC__ all over the headers
to use special compiler's hints use a special file where
all things like this are concentrated.

Makes code easier to follow and allows to manage special
attributes in more efficient way.

Thanks Campbell for review!
2013-09-01 15:01:15 +00:00
6b51c27414 uiLists enhacements: dragresize and better GRID layout.
Many thanks to Brecht for the review!

* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!

* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
2013-08-27 15:27:41 +00:00
ce2e2b141e use gcc malloc attribute for low level allocation functions, prevents gcc from checking if resulting pointers alias existing pointers, also use sentinel attribute for uiButGetStrInfo so incorrect usage gives a warning. 2013-08-05 20:57:13 +00:00
d7ff7ad3e9 correct sloppy NULL checks, in interface code:
- uiPupMenuBegin was checking for NULL title but would still crash if it were NULL.
- now tag the function as 'nonnull' and remove NULL checks. make sure NULL isnt passed to it.
2013-07-27 14:17:20 +00:00
a3643ee3d6 fix [#36073] Changing list items misses undo push 2013-07-09 23:40:53 +00:00
bf6a74e3fc Bugfix [35841] WM_OT_context_[toggle/cycle/etc.] operators dont show shortcut
keys in menus (or tooltips) for properties they are used to toggle/cycle through

Some properties can be toggled using hotkeys via WM_OT_context_* operators, but
these hotkeys aren't really shown anywhere obvious like other hotkeys (i.e.
they're not shown in tooltips or menus). Although it is possible to look these
up in the userprefs/keymaps editor, it is quite tricky doing so, and most users
would just assume that since no shortcut is displayed, there simply isn't one at
all.

This commit introduces a slightly hacky fix which basically amounts to checking
if a property can be set by any of the few operators which are used for this
purpose. In order to keep this from being too sluggish, I've currently limited
this to only working on Editor (e.g. "Show Seconds" in Anim Editors) and
ToolSettings (e.g. "Use Proportional Edit") properties.

There are still some corner cases that would be nice to solve too (i.e. the
Pivot Type enum menu/dropdown should really be able to show the hotkeys which
have been assigned for each of those items, since they're by-and-large quite
hidden and obscure), though being able to show some of these is perhaps better
than not showing any!
2013-07-07 12:53:15 +00:00
063be8fdc0 Fix [#35750] list items in properties editor (text colors not following list item theme).
Issue goes back since we stopped using LISTROW button to draw item's name (i.e. since we have custom buttons in list items!).

This commit:
* Adds a new flag to uiBlock, UI_BLOCK_LIST_ITEM, to mark blocks used for each list item.
* Adds a new button type, LISTLABEL, which basically behaves exactly as LABEL, but uses wcol_list_item color set.
* When uiItemL is called, it checks whether current block has UI_BLOCK_LIST_ITEM set, and if so, switch produced button to LISTLABEL type.
* Adds a new helper func, ui_layout_list_set_labels_active, called after the active list item has been "drawn", to set all LISTLABEL buttons as UI_SELECT.

Note custom widget_state_label() was removed, in interface_widgets.c, as it did nothing more than default widget_state().

Thanks to Brecht for the review and advices.
2013-06-26 07:28:55 +00:00
436c546d67 Use bit-shift op for all bit-flags.
Btw, there is a comment stating that bits 12-15 are the same for uiBlock->flag and uiBut->flag, this is obviously no more true currently (maybe it is now bits 14-17, i.e. ALIGN flags?).
2013-06-25 10:30:07 +00:00
9d4cc7885d fix for filesel autocomplete, it had the annoying behavior if you entered in a non-existing name, of executing it and then asking to add the dir. 2013-06-19 11:53:48 +00:00
860fce4eb9 Code cleanup: removed some unused UI button types
* CHARTAB: not needed anymore with improved copy/paste support and text input.
* IDPOIN: replaced by SEARCH_MENU.
* ICONROW/ICONTEXTROW: replaced by RNA enums.
* NUMABS: can use min/max limits instead.
* BUT_TOGDUAL, TOG3, TOGR, SLI: not used in 2.5 interface.
2013-06-09 18:05:50 +00:00
0c004723fe fix [#35434] Segmentation fault switching screen layout from python
(take 2), only free popup handlers.
2013-06-02 20:59:00 +00:00
Dalai Felinto
77e4227c25 fix stubs for blenderplayer linking 2013-06-01 08:59:52 +00:00
225c5fee6b move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
2e478ca76d change to drag-lock behavior, only use with outliner (this way layers can be changed all at once) 2013-05-13 06:51:13 +00:00
127c39b8a4 Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).

To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).

All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.

Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).

Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
00014949c8 Fix #35262: assiging shortcuts from e.g. delete or selection mode menus did not
work anymore. This was due to a bugfix to show missing shortcut keys for e.g. the
mesh > vertices > separate menu. Both should work now.
2013-05-10 23:41:41 +00:00
d5b36bf027 fix [#35178] Autoselect-in-list for Vertex Group selection doesn't work.
disallow assigning values that don't exist into a text field with a search-box.
2013-05-02 04:59:52 +00:00
511451c8b8 style cleanup 2013-04-23 05:29:06 +00:00
1b10643920 Footage information panel
Displays such information as current frame dimension,
frame number within image sequence/movie and in case
of image sequence input displays current file name of
a frame.

Not entirely happy with such approach, but was requested
a lot by artists.
2013-04-22 11:19:12 +00:00
03d6319862 Fix: when using a search menu with an operator's enum prop, the operator was previously always executed with default options (appart from the search-set enum, of course). Now we store the op's properties in search button, so that you can specify non-default options (as it was already possible with e.g. pop-up menu from an operator's enum prop).
To achieve this, some code (callbacks and search button creation) was moved from wm_operators.c to interface/interface.c, and a new UI function was added, uiDefSearchButO_ptr.

Note: This new code uses the fact that uiButHandleFunc callbacks get executed before operator when one of its arg is the button itself!

Many thanks to Campbell who helped me a lot with this patch!

Cleanup: also removed two unused pointers from uiBut struct.
2013-04-15 15:01:12 +00:00
649b92e688 Fix: uiBlockSetNFunc was using uiButHandleFunc as param signature, instead of uiButHandleNFunc one (was working because both are the same currently). 2013-04-13 16:28:39 +00:00
7bbaf4853a code cleanup: use bools in UI and WM code, quiet some shadow warnings, remove unused function uiEmboss() 2013-04-04 02:05:11 +00:00
03b07a719f code cleanup: unused functions 2013-04-03 15:04:24 +00:00
8f8613df90 fix for missing redraw in own commit r55554 (Ctrl+F text editor find).
since an event wasn't added to the queue no redraws we're done when the panel was already open, instead use a notifier.
2013-03-25 21:31:24 +00:00
8bf206ce4b edit to 55549, replace fake click event with call to uiButActiveOnly().
also make it more clear args are for rna buttons.
2013-03-24 19:08:24 +00:00
1165236f69 Usablity:
In text editor, the CTRL+F find now opens property region (or keeps it) and
activates the search button for input.

That's already nice! But next step should be to do a search on exit of 
the button (or while typing). That's stuff I need Campbell to help with though.

Notes:
- Probably Py api for property buttons could get an "operator=" arg?
- The warning menu "not found" should go away
- I also suggest to make "wrap" search default for new editors
2013-03-24 13:43:40 +00:00
5a87e4d255 code cleanup: remove unused button type HSVSLI 2013-03-23 16:03:13 +00:00
e7c15beaf6 code cleanup: use booleans for mesh and selection code. 2013-03-19 23:17:44 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
28444a4831 UI/DPI: user preferences window size now takes into account DPI, otherwise the
buttons don't fit properly.
2013-02-28 16:37:19 +00:00
a9e25ac433 Toggle-Drag UI Feature
Dragging on toggle buttons can now be used to press multiple buttons at once, especially useful for layer and outliner buttons.


notes:
- automatically enabled for all toggle buttons
  (may change this if it becomes a problem).
- only buttons of the same type are pressed
  (helps avoid annoyances eg; dragging past layer buttons onto other 3d header buttons and pressing by accident).
- automatic axis locking - dragging will lock to X/Y depending on the initial drag direction,
  makes swipe motions work better, especially with the outliner.


implementation details:
- may re-implement as a region handler (currently its a modal operator).
- checking buttons in-between cursor motion events could be more efficient (but currently works ok).
- button execution needs to be improved
  (currently executing a button thats not under the mouse needed a workaround for passing uiHandleButtonData),
  requires further changes to UI code, will do next.
2013-02-22 05:56:20 +00:00
e3b2df5806 Fix #34315: memory leak cancelling move to layer operator, after change to make
it not execute immediately when opening the popup.
2013-02-19 13:37:48 +00:00
d7058f12e5 Make list_id mandatory when using default UI_UL_list class for a template_list. 2013-02-18 14:03:26 +00:00
07a3ebbd38 fix for annoyance where header menus would get scroller arrows added because it would be clamped within the screen a few pixels.
This was caused from using theme shadow setting to clip the popups and a hard-coded value to translate the popup within screen bounds - these values should be the same.
2013-02-07 02:03:31 +00:00
8f038c2410 enable continuous grab for sliders, initially this was disabled because we didnt support un-grabbing at the new slider location. 2013-01-29 23:33:58 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
9a4a5fa2b4 Usability fix:
Blender's data link button (typically with menu and searching options)
now has a X icon to clear its contents. 

Before you had to click, delete text, enter.

For example:
- Object Parent
- Modifier objects or vertexgroups

This fix saves each user 100 clicks per day, with 100k users
that's 3 billion clicks per year!
2013-01-09 15:58:34 +00:00
2d526c23dd remove uiPanelClearType(), instead redraw all windows when registering/unregistering. 2013-01-09 13:15:23 +00:00
9b5a2084bc avoid having dangling panel pointers in the interface, unregistering addons could leave the interface pointing to freed memory. 2013-01-09 06:00:33 +00:00
8c00c57187 style cleanup: var naming for ui list 2012-12-28 10:32:49 +00:00
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
fa28e50ac2 Region scrollbar fix!
Now scrollbars correctly hide and show, making space for the actual contents
in a region. It solves several old hacks, and puts view2d code a bit more
back in control as well. 

Implementation notes:

- The view2d mask feature is working again
- The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding".
- Code for UI_view2d_region_reinit() is enforcing better standard view settings

But... two hack/patches needed to be added:

- Region panel drawing: if after generating the button panels it appears
  a scroller hides or reveils, it calls all the generating code again.
  (a simple scale doesn't work due to rounding differences in layout code)

- View2d code that maps 'tot' and 'cur' rects: if this code detects that
  the mask changes, it calcs the map code again.

Also a bugfix (issue in 2.65)

- The left/bottom area split widget was drawing 1 pixel too large sometimes, 
  leaving bad trails on moving area dividers.
2012-12-26 13:05:39 +00:00
1ab6306177 minor edits
- add BLENDER_QUIT_FILE define.
- use const for passing rcti's in widget drawing.
2012-12-13 02:40:49 +00:00
3716dfb3b0 remove UI_DPI_FAC, its not needed anymore. 2012-12-13 01:21:12 +00:00
12b642062c Holiday coding log :)
Nice formatted version (pictures soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability

Short list of main changes:

- Transparent region option (over main region), added code to blend in/out such panels.
- Min size window now 640 x 480
- Fixed DPI for ui - lots of cleanup and changes everywhere. Icon image need correct size still, layer-in-use icon needs remake.
- Macbook retina support, use command line --no-native-pixels to disable it
- Timeline Marker label was drawing wrong
- Trackpad and magic mouse: supports zoom (hold ctrl)
- Fix for splash position: removed ghost function and made window size update after creation immediate
- Fast undo buffer save now adds UI as well. Could be checked for regular file save even...
  Quit.blend and temp file saving use this now.
- Dixed filename in window on reading quit.blend or temp saves, and they now add a warning in window title: "(Recovered)"
- New Userpref option "Keep Session" - this always saves quit.blend, and loads on start.
  This allows keeping UI and data without actual saves, until you actually save.
  When you load startup.blend and quit, it recognises the quit.blend as a startup (no file name in header)
- Added 3D view copy/paste buffers (selected objects). Shortcuts ctrl-c, ctrl-v (OSX, cmd-c, cmd-v). 
  Coded partial file saving for it. Could be used for other purposes. Todo: use OS clipboards. 
- User preferences (themes, keymaps, user settings) now can be saved as a separate file.
  Old option is called "Save Startup File" the new one "Save User Settings".
  To visualise this difference, the 'save startup file' button has been removed from user preferences window. That option is available as CTRL+U and in File menu still.
- OSX: fixed bug that stopped giving mouse events outside window.
  This also fixes "Continuous Grab" for OSX. (error since 2009)
2012-12-12 18:58:11 +00:00
302856f4b1 operator spacebar search menu wasn't ignoring internal operators,
turns out there were copy-pasted functions for operator search popups which were identical except that one skipped internal ops.
de-duplicate so both work the same now.
2012-12-04 18:22:41 +00:00
f7f4148b40 change uiButGetStrInfo() to use a trailing NULL arg rather then passing the number of args as an arg. 2012-12-02 04:51:15 +00:00
2ffa538f7d search box width's now scale with DPI setting.
was checking on: [#33294] too small place for material names

this helps in some cases but doesn't resolve issue with very long names.
2012-11-26 13:23:37 +00:00