When you PAD-enter on a popup-number button (like for add circle) it
accidentally de/increased the value before assigning an "OK". Fixed.
Also: restored functionality that allows to use Enter keys as a mouse
button click. This de/increases values now, opens menus, etc. Not in
pupup or pulldown menus though!
- Rename!
CTRL+leftmouse click on name, makes it a text button. Works for all items as
currently being displayed.
Most work was doing the Bones, which is a nightmare :) But it uses same
code as buttons in Armature-Editmode now, without even needing EditMode :)
When renaming a bone, the Outliner makes the Object active though.
- PageUp / PageDown keys
Do what you expect.
If backbuffer is in use for selection codes, the system switches back to
frontbuffer drawing temporally. Is easier solution now.
Next commit; fix for new 'zbuffer clipped selection', which also doesnt
work after using a pulldown or popup menu.
----- Killed UI frontbuffer draw
The interface toolkit was drawing all live updates (while using menus/buttons)
in the frontbuffer. This isn't well supported cross-platform, so time to be
killed once. Now it uses *only* glReadPixels and glCopyPixels for frontbuffer
access.
Live updates or menus now are drawn in backbuffer always, and copied to
front when needed.
NOTE: it was tested, but needs thorough review! On PC systems I suspects
backbuffer selection to screw up (check!). On SGI/SUN workstations it
should work smooth; but I need evidence
----- Smaller fixes;
- AA fonts were garbled on ATI systems. Now the AA fonts are drawn exact
on pixel positions. Needs the new FTGL libb too, patch is on maillist
- Rounded theme uses antialiased outlines
- Pulldown and popup menus have nice softshadow now
- New button type 'PULLDOWN', thats the one that callsup a pulldown menu.
Should be added to themes, as is the full menu/pulldown drawing
- Screendump for 1 window does the full window now, including header
- Empty pulldowns (for example running blender without scripts) give no
drawing error anymore
For review & fun;
- added curved lines as connectors, for Oops window
Meaning menus come back to previous selection almost always. Also fixed
annoying bug that caused Mirror menu (M in editmode) to start at 2nd item
- New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current
selectmode. I prefer this over cycling, since the menu is informing you
what happens.
- To enforce pupmenus to start at specific item, use pupmenu_set_active()
- pupmenu_col() to be done
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
- Made unified API for undo calls, to be found in space.c
BIF_undo_push(char *str)
BIF_undo(void)
BIF_redo(void)
These calls will do all undo levels, including editmode and vpaint.
The transition is work in progress, because mesh undo needs recode.
- New global hotkey CTR+Z for undo
Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
the lighting in shaded mode, which already became much more interactive,
like during/after any transform().
Recalc hotkey now is SHIFT+ALT+Z
CTRL+<any modifier>+Z is redo.
- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
disables the one-mouse-button hack for rightmouse btw, will be fixed in
next commit. At least we can use Apple-Z :)
- Old Ukey for undo is still there, as a training period... my preference is
to restore Ukey to "reload original data" as in past, and only use new
CTRL+Z for undo.
- Added undo_push() for all of editobject.c and editview.c. Meaning we can
start using/testing global undo in the 3d window. Please dont comment on
missing parts for now, first I want someone to volunteer to tackle all of
that.
- Since the global undo has a full 'file' in memory, it can save extremely
fast on exit to <temp dir>/quit.blend. That's default now when global undo
is enabled. It prints "Saved session recovery to ..." in console then.
- In file menu, a new option is added "Recover Last Session". Note that this
reads the undo-save, which is without UI.
- With such nice new features we then can also kill the disputed
Cancel/Confirm menu on Q-KEY.
- Added fix which initializes seam/normal theme color on saved themes.
They showed black now.... (Note: that's in usiblender.c!)
- file-to-memory save
- incremental difference steps (compression)
everthing has been tightly coded to use minimum of memcpy or allocs. In
fact this system works with a single full buffer (=file) in memory, and undosteps as differences from it.
Speed gain is factor 4-8 faster. I've added it in CTRL+ALT+T timer menu for
a test. Please note the gain is especially in the undo-storing, not in
retrieving undo.
Also new: file read option to skip UI read (file menu). This now also is
default for the undo system.
- transform (grab, rot, scale, etc)
- all button commands, including menus
I sacrificed for now the UKEY in the 3d window for it. Shift+U does a redo.
(Only in 3d window)
What this system does is saving files in the temp directory (user pref).
The filenames are cycled around (32 in total now).
This commit will follow shortly with a userpref for it, not to frustrate
people who want to work in normal fashion with blender.
separate it...
1) Curve/Surface editmode undo
Uses same syntax as mesh undo, so simple to integrate. Edit-curve data is
also quite simpler, so no need for any hack at all.
It re-uses the undo system from next point, which is nice short & clean
local code
2) Framework for global undo
The undo calls themselves are commented out. In a next commit I want to
enable it for a couple of main features, for further feedback.
The speed goes surprisingly well, especially with this new version that
'pushes' undo after a command, ensuring interactivity isnt frustrated
3) framework for texture based icons in Blender
Not activated code, but tested here. Part of 2.3 UI project.
btw: Johnny Matthews will assist in (and complete) the undo project
Moved the buttons to the side, so it's:
* consistent with the layout of the floating panel version
and consistent with the vertical R/G/B sliders layout
* using real number fields instead of abused menus :)
coordinate, only noticable in Panel versions of picker
- the fix to give Transform properties new name "Paint" can't
work with this code... this due to fact that panel positions are saved
in files or looked up on re-open based on their names. Giving the Panel
a new new name then causes it jump to another position, and back on end
of painting.
Needs to be solved in another way. Not feasible for 2.34...
whether redraw was needed. This shows on (some) windows cards that the
button continuously keeps updating/flashing.
Since I can't test it here, please confirm :)
- Transform properties 3d win, while Vertex/Texture paint is on
- Paint panel in UV window
Note; both use the same GVP struct to store current color in. Also the
function used now to add picker isn't complete... might need further
thinking over. Consult me when you like them in more places.
- click on palette didn't update button values
- the bottom 'palette' button now restores to old color
- H values scroll allways, also with black or white
Todo still:
- save in file (btw, i changed default colors to my pref :)
from" buttons.
Now a click in palette is default: update the active color.
If you want to store in palette: hold CTRL while click.
This isn't optimal either, but at least better.
the color plane
- removed warnings from glutil.c, made circleXOR call become float instead
of short
- fixed error in drawing text of buttons in pop-up menus, when zoomed small
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up
with three colorpicking fields and a palette.
The fields are the three planar intersections of a HSV cube, each allowing
choosing in the field without the field changing.
The palette is 'modal' unfortunately (couldn't find a simple working other
method) where the button "paste to color" denotes the state that click in
palette copies to edited color, and "copy to palette" means the active
color is copied into the palette...
Todo:
- saving of palette in file
- decide whether ESC leaves without changes...
to use Shift-Click.
As before, clicking on the left side of a number field decreases, clicking on the right side increases, but clicking in the centre, on the text itself, starts editing the
value directly. Other behaviour like dragging left and right
is unchanged.
- lowered tooltip-update delay loop to 0.02 sec (was 0.05), which showed
up 'trails' while going over pulldowns with tooltips
- changed tooltip calculation for size, it was drawing the labels far too
large (height). Made sure text prints in middle too.
- by default tooltips print 12 pixels below button now
messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.
I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_and_terminology.338.0.html
Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)
mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
The code wasn't correct at all (for ages!). Rule now again is:
Button range 0.0-2.0 : ctrl goes with steps of 0.1, shift+ctrl steps of 0.01
Button range 2.0-20.0: ctrl goes with steps of 1.0, shift+ctrl steps of 0.1
Button range larger: ctrl goes with steps of 10.0
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)
- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
fixes, including:
- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
When more than 30 scenes are in a scene, the sequencer "Add" option didnt
show a databrowse window.
This was a nasty one, because databrowse facilities are more-of tied to
having a header. The fix is that I added option to IDnames_to_pupstring()
to not limit the menu (by passing NULL for menu short pointer).
Also noticed a bug with pupmenu_col(), which did return on a val==0 event
(mouse release) which shouldn't be, this makes sequences of menus not
possible.
When you use arrow keys to activate items in a menu (like IKEY for Ipos)
the selected items were not correctly choosen when mousepointer was over
an item, only when mousepointer over title.
Fixed by catching 'RETKEY' event in buttons event subloop.