Commit Graph

6 Commits

Author SHA1 Message Date
167ac3606b 2.5
- Made view2d manipulations redraw on area level
- simplified call to send Notifiers:

  WM_event_add_notifier(bContext *C, int type, int value, void *data)

  This brings back more control to WM, no context messing within
  operators. :) Handlers that execute operators will be responsible
  for delivering correct contextes.

  In general: should lead to making context not exposed, but only 
  readable via some callbacks.
2008-12-03 13:44:16 +00:00
d8ed4c389c 2.5 fixes
- View2d bug: it was taking sliders into account for setting the 
  window matrix, which it shouldn't (glViewport does). This caused
  error offset in drawing, like for current-frame scrolling.

- Current frame scrolling in TimeWindow back on window level.
  (used to crash, but that was fixed in WM)

- Made UI_view2d_region_to_view accept ints, no shorts

- removed debug function in interface_ops.c
2008-12-03 13:14:01 +00:00
d27c9f9d76 2.5
- after closing button (having used it), it sends empty mousemove for 
  invoking new modal handler on same button. Don't know better solution
  for now, at least this way WM handles everything. :)

- experiment: moved button handlers to area level, that way it respects
  handlers on higher hierarchical level, like moving area edges.
  Als interesting is that you can have a button active (texteditor) and
  use a similar button in other area.
  This can also be done on region level even.

On todo: proper notifier events for redraw! Don't want all areas to draw
on simple refreshes
2008-12-02 18:49:58 +00:00
54908979c5 Lots of stuff; couldn't commit in parts because of refactor work.
* Changes in interface/ module

This commit brings back the way how buttons/menus work under control
of WM event system. The previous implementation extended usage of
handlers and operators in an interesting but confusing way. Better to
try it first according the design specs. :)

Most obviously:
- modal-handler operators are not stored anymore in regions/areas/windows.
  such modal handlers own their operator, and should remove it themselves.
- removed code to move handlers from one queue to another.
  (needs review with brecht!)
- WM fix: the API call to remove a modal handler got removed. This was a
  dangerous thing anyway, and you should leave that to the event system.
  Now, if a handler modal() call gets a cancel/finish return, it frees 
  itself in event system. WM_event_remove_modal_handler was a confusing 
  call anyway!

Todo:

- allow button-activate to refresh after using button 
- re-enable arrow keys for menus
  (do both after commit)

- review return values of operator callbacks in interface_ops.c

* Fixes in WM system

- Freeing areas/regions/windows, also on quit, now correctly closes 
  running modal handlers
- On starting a modal handler, the handler now stores previous area
  and region context, so they send proper notifiers etc.

* Other fixes

- Area-split operator had bug, wrong minimal size checking. This
  solves error when trying to split a very narrow area.
- removed DNA_USHORT_FIX from screen_types.h, gave warning
- operators didn't get ID name copied when activated, needed for
  later re-use or saving.
2008-12-02 14:22:52 +00:00
41ac50b3d3 Work on gesture, some more cleaning.
- Added standard "tweak" gesture operator, which can be set per region, to
  generate EVT_TWEAK events. You can configure tweaks for any mouse button
  and have handlers for such events check for modifiers etc.
  It even stores tweak direction (8 directions). Might be fun to experiment 
  with tweak gestures N, S, etc. :) 
  In general it can be used to replace the current tweak code in 2.48 
  (std_rmouse_transform). 
  
  Test added: on screen level it now adds LMB tweaks, if tweak-South it splits
  the area. Will be removed of course. 

- Added to Border operator a property to store event used to end border with.

- Moved the "AZone" triangle drawing to the right context (area). It was on
  screen level, not respecting area-redraws. Also cleaned up drawing for it,
  and moved the "swap buffers indicator" square to look nicer. Those squares
  are only for test!

- event-match function had bad code for checking for event-value. Made a 
  "KM_ANY" define so keymaps can be defined ignoring event values.

- Gesture todo: lasso, "real gesture" (like blender now has)
2008-11-24 10:45:36 +00:00
78a1c27c4a Port of part of the Interface code to 2.50.
This is based on the current trunk version, so these files should not need
merges. There's two things (clipboard and intptr_t) that are missing in 2.50
and commented out with XXX 2.48, these can be enabled again once trunk is
merged into this branch.

Further this is not all interface code, there are many parts commented out:
* interface.c: nearly all button types, missing: links, chartab, keyevent.
* interface_draw.c: almost all code, with some small exceptions.
* interface_ops.c: this replaces ui_do_but and uiDoBlocks with two operators,
  making it non-blocking. 
* interface_regions: this is a part of interface.c, split off, contains code to
  create regions for tooltips, menus, pupmenu (that one is crashing currently),
  color chooser, basically regions with buttons which is fairly independent of
  core interface code.
* interface_panel.c and interface_icons.c: not ported over, so no panels and
  icons yet. Panels should probably become (free floating) regions? 
* text.c: (formerly language.c) for drawing text and translation. this works
  but is using bad globals still and could be cleaned up.

Header Files:
* ED_datafiles.h now has declarations for datatoc_ files, so those extern
  declarations can be #included instead of repeated.
* The user interface code is in UI_interface.h and other UI_* files.

Core:
* The API for creating blocks, buttons, etc is nearly the same still. Blocks
  are now created per region instead of per area.
* The code was made non-blocking, which means that any changes and redraws
  should be possible while editing a button. That means though that we need
  some sort of persistence even though the blender model is to recreate buttons
  for each redraw. So when a new block is created, some matching happens to
  find out which buttons correspond to buttons in the previously created block,
  and for activated buttons some data is then copied over to the new button.
* Added UI_init/UI_init_userdef/UI_exit functions that should initialize code
  in this module, instead of multiple function calls in the windowmanager.
* Removed most static/globals from interface.c.
* Removed UIafterfunc_ I don't think it's needed anymore, and not sure how it
  would integrate here?
* Currently only full window redraws are used, this should become per region
  and maybe per button later.

Operators:
* Events are currently handled through two operators: button activate and menu
  handle. Operators may not be the best way to implement this, since there are
  currently some issues with events being missed, but they can become a special
  handler type instead, this should not be a big change.
* The button activate operator runs as long as a button is active, and will
  handle all interaction with that button until the button is not activated
  anymore. This means clicking, text editing, number dragging, opening menu
  blocks, etc.
* Since this operator has to be non-blocking, the ui_do_but code needed to made
  non-blocking. That means variables that were previously on the stack, now
  need to be stored away in a struct such that they can be accessed again when
  the operator receives more events.
* Additionally the place in the ui_do_but code indicated the state, now that
  needs to be set explicit in order to handle the right events in the right
  state. So an activated button can be in one of these states: init, highlight,
  wait_flash, wait_release, wait_key_event, num_editing, text_editing,
  text_selecting, block_open, exit.
* For each button type an ui_apply_but_* function has also been separated out
  from ui_do_but. This makes it possible to continuously apply the button as
  text is being typed for example, and there is an option in the code to enable
  this. Since the code non-blocking and can deal with the button being deleted
  even, it should be safe to do this.
* When editing text, dragging numbers, etc, the actual data (but->poin) is not
  being edited, since that would mean data is being edited without correct
  updates happening, while some other part of blender may be accessing that
  data in the meantime. So data values, strings, vectors are written to a
  temporary location and only flush in the apply function.

Regions:
* Menus, color chooser, tooltips etc all create screen level regions. Such menu
  blocks give a handle to the button that creates it, which will contain the
  results of the menu block once a MESSAGE event is received from that menu
  block.
* For this type of menu block the coordinates used to be in window space. They
  are still created that way and ui_positionblock still works with window
  coordinates, but after that the block and buttons are brought back to region
  coordinates since these are now contained in a region.
* The flush/overdraw frontbuffer drawing code was removed, the windowmanager
  should have enough information with these screen level regions to have full
  control over what gets drawn when and to then do correct compositing.

Testing:
* The header in the time space currently has some buttons to test the UI code.
2008-11-11 18:31:32 +00:00