Notes:
1) I had to pass Context to the draw_actuator_sound in order to access the open_sound_operator
uiTemplateID(layout, C, ptr, "sound", NULL, "SOUND_OT_open", NULL);
According to Campbell they are better ways to do that (mdef bind for reference). but for now it works.
2) for the record: action actuator is equal to shape actuator (but runs in armature)
3) in Constraint Actuator I think I should unify all the limit_loc_max_, loc_min, ... properties. I was thinking about replacing it with a single limit_loc_max, limit_loc_min, range, distance, and use get/set funcs to find the correct one.
* Re-structured code (can delete the old function entirely when this is done)
* Fixed links/inlinks
* Fixed some bugs in add and remove controller/actuator
* Cleaned up some ui layouts
* Use key event types in keyboard sensor
* Implemented object controller 'state' in RNA/layout engine (still needs tweaks)
* Matt, I'm marking some "property" rna properties that will need some speacial lookup.
Talking with Campbell we thought that it will be nice to have the lookup with autocomplete for the properties, but giving you the freedom to type whatever prop_name you want (so you can use python created properties).
That way we would still store it as a string.
Whenever the property doesn't exist (or was renamed, therefore can't be found) the property name tints in red ...
Is that possible?
* Matt: in draw_actuator_random I used a uiItemL for one of the modes. Is there another way to do that (having the label in the rna file?). I noticed draw_nodes has some cases of that as well.
* Andrea, the actuator_game property filename (in rna_actuator) is the one that needs to open the filebrowser but saving the result as relative path (or to have relative path as the default in this case)
To test use debug mode > 0 (Ctrl+Alt+D)
* primarly the goal is to put all the bricks there, and then to worry about the proper layout
* sensor header added (need to be more compressed). Also checkbox will not work that well here in my opinion.
we need to see what can be used instead (icons?)
* sensors, and actuators in alphabetical order
* a lot of sensors using the rna (//XXXSENSOR in the ones not using it)
* the logic_window.c code for controller and actuator is there only to display the draw functions for controller and actuators. But the code it's a really bad copy of the sensor code, so it will be fixed later (Matt? :)
* I would love if the non-expanded mode were more compact, more like in 2.49 (the name non-editable).
but this is the kind of think we can worry in the end.
Also instead of "move up/move down" it would be nice to drag/drop the sensors/controllers/actuators
* to do: rna_actuators: to rename type to mode for the enum
This commit puts the ground work in place, swapping out the crusty old Logic Editor
UI code for the new RNA-based layout engine. It's disabled with ifdefs at the moment
because it's incomplete, but Dalai can now do the grunt work to fill it all out and get it running.
Also includes a bug fix to LINK buttons, and two new logic operators to add and delete sensors.
Dalai, just switch the #if 0 and #if 1 in logic_window.c:3412 and 3469
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
New Actuators done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* STATE
* ARMATURE
Actuators to be done:
* CONSTRAINT
* EDIT_OBJECT
* SHAPE_ACTION
Actuators done already:
* IPO
* CAMERA
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT
once again: feedback is appreciated.
+ some typos
+ some DNA padding
Thanks for Mitchell Stokes (Moguri) for his patch on that. It saved me some time on the ENUMs and some actuator descriptions :)
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.
This operator can be accessed from the "Action Clip" panel, and is used to include keyframes that have been added to a strip already in the NLA. Although this is not a recommended workflow, having this ability is useful at times.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
eg:
ListBase *lb= objects= &CTX_data_main(C)->object;
Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);
* made some more math functions use const's, (fix warnings I made in previous commits)
* Moved 'change shortcut' (previously directly RMB on menu items) to a context-menu item, and added Remove Shortcut and Add Shortcut. This is all available now in a RMB context menu for operator buttons and menu entries.
* Renamed a bunch of key maps to be consistent with UI names, and human-readable. Since these key map names are now being directly used in the UI for people to find things, they should be understandable and in plain language.
This renaming may break some older saved key map setups - though previously saved .b25.blends should convert over ok. Exported .py files may need some find/replacing - in this commit check the changes in resources.c to see what's changed.
This contains two entries - one which calls the region flip operator, and one which calls the maxmize area operator.
Unfortunately, there seem to be some context issues which are causing the wrong region to get activated for use by the region flipping, meaning that nothing happens.
Also, fixed own typo in 3d-view header/menu code...
* 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
belongs here still, but this came up often, it avoids having to
switch tabs a lot when creating things.
Also renamed uiLayoutFreeBlock to uiLayoutAbsoluteBlock.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
their handlers based on notifiers, which is simpler and more
reliable.
This fixes for example editmode or uv edit keymaps not working
when creating a new 3dview or image space.
* Removed some legacy code which is not needed anymore now.
* Move some test_*poin_but functions to logic space code,
since that's the only place using it still.
* uiIconFromID now uses RNA info to lookup the icon, to avoid
code duplication, and means it works for more ID types.
- 'center', while Ctrl is held select objects from their center location
- 'enumerate', while Alt is held, give a list of objects under the mouse
- Object selection menu now uses icons with names
- operator object.select_name(name, extend=False)
- keybindings so combinations of Ctrl/Alt/Shift can be used (like in 2.4x)
- logic text input field was using deprecated ID_SCRIPT rather then ID_TXT
details
- added comments to DNA_ID.h ID types
- removed unused ID types Sector and Life
- added uiIconFromID() to get an icon from the object.
- using name for selection is weak but currently there isnt a really good way to do this.
#19345: can't get out of grayed out pointer field.
#19342: item_pointerR fields can't be cleared with one item.
#19341: fix hanging tooltips when manipulating regions.
#19339: context panel still allowed tabbing, but it has no header.
#19334: editing SSS settings crashed previewrender.
#19330: object mode could not be switched on from the header menu.
- made actuators and sensors 300 wide (like they were in 2.4x, someone must have changed that). The layout didnt take advantage of the extra width and it looked odd.