- in zbuffer mode, vertices will be blended 50% in... and when you increase
vertex size larger than 2 pixels, it will draw them smaller
- removed all 'wire extra' calls (there were dozens!) and replaced it with
simple call where it belongs.
This drawing mode is becoming nice & stable... maybe something to make
default on for new objects? Makes selecting quite easier...
- Subsurf: in editmode, with new 'Optimal' option set, the mesh itself
will not draw, but instead it draws 'handles' to the vertices. Looks
extremely clean!
- matched drawing of default grid-floor (persp) to ortho grid
- killed drawing vertices outside of main drawing loop, apart from the
routine that uses mouse-selecting. (tekenvertices_ext()). It was an old
optimize routine which became quite useless.
- faceselect mode works again
- selecting vertices for lattices, surfaces and curves works again
- in previewrender sometimes a square was drawn, which was texture-crop
it was using some unsupported linewidth trick... I've been trying to
get the official glPolygonOffset to working, but my silly Mac doesnt
support it, it seems.
So! I thought of another trick, and that's just moving the window
matrix a little to the front. :)
- for those interested; the code for glPolygonOffset is still there,
commented out. (drawobject.c)
- btw: the drawobject.c routines are a TOTAL mess!
- changed the BIF_DrawString() function. it used to work different for
AA fonts as for default fonts. Now it's identical. Setting color for fonts
can just be done with OpenGL, for both font types.
Removed: BIF_DrawStringRGB()
- added theme color options for Buttons
- recoded DefButton, so it automatically chooses the right color.
- had to remove a 1000 uiBlockSetCol() calls for that reason...
- uiBlockSetCol() still works, to override automatic color
- removed entirely the silly old color system (BIFColorID). All color
calls can now be done with a BIF_ThemeColor() call, including fonts and
buttons and opengl stuff
- all buttons in button header have headercolor by default
- recoded drawing icons, it was a really bad & old loop doing manually
colorshading and blending... which was per pixel a load of code!
Now it uses a single OpenGL call to blend or colorize. Quite faster!
- (as test, for review) icons don't colorize anymore with button color,
but have a different alpha to blend in (when not active)
- recoded the entire interface_draw.c file...:
- drawing buttons is separated in three parts:
1. main drawing function for text and icons
2. free definable callback for button itself
3. free definable callback for slider
- removed a load of redundant code for this!
- coded a minimal theme, and adjusted Matt's buttons to match new
callback system
- adding new drawing themes is piece of cake now
- for coders, default 'themes' to be aware of:
UI_EMBOSS : the themable drawing style
UI_EMBOSSP: the pulldown menu system (apart from color not themable)
UI_EMBOSSN: draw nothing, only text and/or icon
UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa
this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call.
TODO: make UI API call for button alignment
(plus removed another series of warnings from code...)
Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
like: BIF_ThemeColor(TH_GRID); will be sufficient. Blender does the rest.
- fixed bug in CTRL-X (reload home file) with themes
- fixed bug in horizontal alignment of different height panels. Seems also
to solve the drawing error with constraints...
- made grid drawing using the main theme color
- was annoyed with the primitive grid... so coded something that allows
zooming in and out a 100fold without losing gridlines
- brought back 'NKEY' for mesh editmode
- added to this a 'median' option; when more vertices selected you see
the average coordinate. works nice when inputting values as well
(todo: make this for other editmodes)
- renamed the 'NKEY' panel to 'Transform Properties', also fixed in
pulldown menu.
I am off for the rest of the day. More committing fun tomorrow!
-Ton-
input
- was needed for usage of this windowtype (headerless) as 'timeline'
dragger, which was supposed to be...
- as extra I fixed 'home', it sets start/end frame for sound window
- at mouselocation the current frame or time is printed
- rightmouse menu switches seconds/frames (should be in header as option...)
- displaybutton 'frs/sec/' updates soundwindow too
So, its not perfect... but try opening a tiny high headerless audio
window on top of buttonswin or somewhere full width. not bad...
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:
persp(PERSP_WIN); sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices
I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
- you can close them (x icon) or press ESC
- option to open panel at mouse location (try Nkey)
- using 'collapse' (triangle icon) stows header in bottom
- opening again restores at old location
- dragging panels or zooming clips nicely with window
evaluate: an 'auto close' when mouse goes outside panel
Warning: vertex selecting still broken! :) It's 2 am now, bedtime...
include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
- join 3d window could crash... unchecked pointer in interface.c
- setting align in buttonswin caused stripes to draw in view3d-panels
- fixed events for new 'background and view settings menu'
window (type)
- each SpaceData struct (not the window!) can get 'block handlers'
assigned, basically event codes that invoke drawing button panels.
- this is saved in files, and Panels behave in any window like it does now
in buttonswindow
- it also means that a 'space window' should leave with a matrix set for
buttons level
- try it in view3d header menu, 'view'->'backdrop'. this opens the old
viewbuttons
- it all works non blocking! instant updates of viewbuttons visible in
3d window now.
Not done yet:
- checking and fixing frontbuffer drawing (select a wireframe draws over)
- temporally vertices cannot be selected, is my next project
- closing or hiding Panels...
- styling stuff... i committed for others to review as well.
Have fun. this is certainly a huge improvement over the old viewbuttons!
- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
code to new panels structure
- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
error (hint: setenv NAN_QUIET to see it all better)
Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup
this is part 1 of the UI makeover. It has:
- menu system from Matt integrated
- buttons drawing from Matt
- generic button panel system implemented
- converted displaybuttons (not the rest yet)
- cleaned up a lot in drawing spaces itself, to make it aligned and pixel exact.
- cleaned loads of little compiler warnings, protos...
still a lot of work needed, will all be in next week i hope!
(warn: 2 new c files! butspace.c and buttons_scene.c)
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
rendering the current view (view3d header, render) didn't render solid
drawmode.
found missing opengl initialization calls in opening renderwin.
probably remains from ghost migration.
it is from zr, a note to remind him to have better drawing of procuderal
duplicators in Blender. the code below that comment was mostly a copy
from code it used before already.
writing it more efficient would give a gain of about 20 code lines...
Redesigned the userpreference window layout. (not finished yet)
Enhanced the texteditor with; a rightmousemenu, clipboard text
support (for windows !) and the alt-m keystroke generates a 3d
text object. (up to 1000 characters)
(1, 2, 3, 4 and 7 from http://www.tncci.com/blender/feats.html)
- drawXXXspace, changeXXXspace, and winqreadXXXspace now receive the area
and spacedata as explicit arguments, allowing them to access private
data w/o going through globals.
- pass the new BWinEvent through to the winqreadXXXspace, allowing future
access to extended event data.
Removed direct calls to winqreadXXXspace to simulate user actions, replaced
by calls to action functions in edit.c or the appropriate handler.