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.
broke the ui_mouse_motion_towards_block() function. This made sure
mouse motion (diagonal) towards a new opened sub-level keeps the sub-
level open.
Fixed!
- change object draw flag buttons to use new functions (just an example)
While I probably wouldn't recommend patching other buttons to use the new
functions a week before release, it is a good (simple but tedious) project
to complete. Note that some code actually defined the constants for the
bit index, when such code is fixed the _BIT constant should be removed from
the headers.
Example:
DNA_constraint_types.h:
#define CONSTRAINT_DISABLE 0x00000004
#define CONSTRAINT_DISABLE_BIT 2
buttons_object.c:
uiDefIconButS(block, ICONTOG|BIT|CONSTRAINT_EXPAND_BIT, ...);
The button definition should change to:
uiDefIconButBitS(block, ICONTOG, CONSTRAINT_EXPAND, ...);
(whats that, the more correct way uses less typing, GOOD GOD!)
and the CONSTRAINT_DISABLE_BIT define should be removed.
(thanks!)
Added a 'void' somewhere to silence a compiler warning.
(Windows only)
Moved the flip fullscreen button in the topheader a little to the right, since the
questionmark button mysteriously disappeared.
http://www.blender.org/pipermail/bf-committers/2003-December/004691.html
Makes HOME and END keys work in text space and text
edit boxes.
I've tested it for some time now and I haven't had any problem or spotted any irregularities of some sort.
One think though. It doesn't update the panning of the text window if the cursor gets out of the screen. I guess someone (more familiar with the code) could look into this.
Really nifty when coding scripts.
* Big code cleanup and re-organisation, cleaner drawing
* Button alignment now enabled for default theme
* Sliders tweaked and improved
* Tooltip shadow cleaned up
Todo: Alignment looks pretty, but at this stage, what it *means* is not clear or consistent. Need to work out some UI guidelines for when to and when not to use the alignment code.
input. Somewhere in end NaN period this was changed... weird.
Now you can set layers with numeric buttons, including using ALT for
numbers larger than 10, and using SHIFT for extend-select buttons.
for the UI diehards who like to know; when you create a menu block, you
can provide two flags to control behaviour on keyboard input:
UI_BLOCK_RET_1 == return on any keypress (not mouse)
UI_BLOCK_ENTER_OK == return on Enter key
this was not correct in the doc/interface_API.txt , which will be fixed.
colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
(unless you manually install font)
- Bug fix: string for AA font was only 64 chars... made 256.
- Changed API for buttons aligning... it now detects automatic what rows
are, or collums, and aligns buttons. This makes call easier:
uiBlockBeginAlign(block);
... defBut....
uiBlockEndAlign(block);
Only works when you provide buttons in row order!
- made sure only 'rounded' theme uses this align stuff
- still work in progress.. I commit now because I leave to denmark for 2 days!
http://www.blender.org/bf/rt.jpg <- now also groups with rows+collums
uiBlockBeginAlign(block, 'v'); 'v'= vertical. 'h'=horizontal
..... (button def calls)
uiBlockEndAlign(block);
this will allow new themes to have buttons nicely drawn together.
- added new rounded draw theme, to test & illustrate the above.
- only did parts of button code with align... rest for later
- fixed 'minimal' theme to make it usable (with some decoration)
- put back 'oldskool' theme... but it just looks plain ugly! remove?
Lazy people: http://www.blender.org/bf/rt.jpg
check the top header, or Nkey menu, to see the meaning of 'align'.
- nkey menu for buttonswindow (hex values) couldnt be restored yet, is
for next release
- replaced Nkey in IpoWindow with Panel, this now displays the buttons
that were formerly in 'anim buttons' as well; to view the boundbox
values of all visible curves, and adjust it.
- the new panel also has the 'set speed' option, fixed stuff in it and
added better errorwarning... still not a very well coded tool!
correctly for deciding whether its pressed or not
- added 'add new' buttons to material & texture menus
is done by std_lib buttons in headerbuttons.c, now only for this.
doing it for ipowindow, sound, etc. has some weird consequences, save
that for later
- verified usage of 'setting2' color for databuttons only
(the one you make with uIDefBut(..., MENU, ...)
add a %i<nr> to the string, and the item gets <nr> as icon.
- added this to the 'mode' selectors in 3dwin and ipowin
- cleaned up code for modeselector pup... that was a bad ass one! :)
- fixed constraint popup menu (used icons)
- moved 'full' and 'View3d props' and 'background' items in menu to bottom
Hope Matt wont kill me for it, but these were about the only useful
ones there... :)
- little fix in interface.c for menus...
Aim was to find a simple & easy system, script alike, to add and configure
a toolbox system, so that others can experiment, but also of course Python.
Summary:
- spacebar calls it up. SHIFT+A still does old toolbox
- hold left or rightmouse for 0.4 second, and it pops up as well
this is experimental! Can be tweaked with Userdef var "ThresA"
- it is a little bit complete for Object mode only. Needs still work
at information desing/structure level
- the code works like an engine, interpreting structs like this:
static TBitem addmenu_curve[]= {
{ 0, "Bezier Curve", 0, NULL},
{ 0, "Bezier Circle", 1, NULL},
{ 0, "NURBS Curve", 2, NULL},
{ 0, "NURBS Circle", 3, NULL},
{ 0, "Path", 4, NULL},
{ -1, "", 0, do_info_add_curvemenu}};
- first value is ICON code,
- then name
- return value
- pointer to optional child
last row has -1 to indicate its the last...
plus a callback to event function.
I also built an old toolbox style callback for this:
static TBitem tb_object_select[]= {
{ 0, "Border Select|B", 'b', NULL},
{ 0, "(De)select All|A", 'a', NULL},
{ 0, "Linked...|Shift L", 'L', NULL},
{ 0, "Grouped...|Shift G", 'G', NULL},
{ -1, "", 0, tb_do_hotkey}};
here the return values are put back as hotkeys in mainqueue.
A mainloop can do all context switching, and build menus on the fly.
Meaning, it also allows other designs such as radials...
- transparent faces in editmode don't write in zbuffer anymore (prevents
drawing errors) but still read (so behind the subsurf faces for example)
- improved drawing 'handles' for subsurf editing
- going in editmode to Solid view, will draw extra wire always, including
transparent faces when set
- works in all combos... http://www.blender.org/docs/ton/subsurf.html
- fixed error; padplus/padminus didnt work in buttonswindow anymore
- improved buttonswin: when dragging window edge, the buttons dont
rescale, but stay same size
- 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'
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...