- Added back CTRL+X "reload start-up file".
(Original name 'erase all' is a bit misleading, but we can
go over all naming conventions later :)
- Added memfree for triple buffer data.
Moved 'redo last operator' stuff to WM level, with a
WM_operator_repeat()
Code in screen_ops was not checking all operator stuff
correctly, so repeat menu (F3 now) crashed in cases.
Edit mesh:
- fixed compile, shul only committed the function declaration, not
the code for 'make fgon'.
- Put the Fgon option under:
ALT+F: make fgon
SHIFT+ALT+F: clear fgon
(note, SHIFT+F = fill :)
- Fixed loop select to use two booleans, as Martin pointed me
correctly at! Using 1 variable was lazy coding.
- Edit mesh: Add ctrl+click add vertex or extrude.
I've made it not move the 3d cursor in that case.
Also found out tweak events conflicted with existing
keymap definitions; on tweak failure (= no mousemove)
it now passes on the mouse event as 'mouse down' for
the remaining keymaps to check.
These then actually respond to mouse-up instead of down...
The location in the keymaps where tweaks get generated
remains important. Examples:
1 - 'select' mouse-handler, operator return pass-through
2 - tweak handler checks, and makes tweak event
3 - grabber responds to tweak event
1 - ctrl+mouse tweak handler checks, makes tweak event,
or passes event on
2 - if tweak event, it runs lasso
3 - else when passed on, ctrl+click extrude happens
In the first case, select works on mouse-down, immediate.
In the second case, extrude happens on mouse-release, even
though the keymap defined mouse-press.
This will make designing nice balanced keymaps still not
simple; especially because you can't tell operators to
pass on the key... although we can add the convention that
select-mouse operators always pass on to enable tweaks.
Still a good reason to wait with custom keymaps
when this is fully settled!
- Made WM_cursor_wait() work without context or pointers,
like old waitcursor(). Only use when operations entirely
block UI. It will set waitcursor for all open windows.
- Cleanup in mesh tools, removing old cruft, and prepare
for more goodies for shul to work on!
* Automatic shortcut keys in menus now compare operator properties as well.
Implemented IDP_EqualsProperties for this.
* I imagine all these compares may be a bit slow, for this case it's not
so bad though because it only happens for one menu when it is opened.
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
It opens the files selector if "filename" property has not been set, else it executes the operator directly. Brecht, you might want to check, currently only sequencer add operators use it.
* Added back Effects menu back, replaced SEQUENCER_OT_add_color_strip with SEQUENCER_OT_add_effect_strip.
* Made sequencer header use operator UI functions.
* gcc complains when char's are used as array indicies when they are not explicitly signed/unsigned, corrected previous change for vpaint to silence this error.
* Added a rotation setting to brush (and brush RNA)
* Brought back strength and rotation modes for radial control
* Brought back brush texture for radial control
* Turned off display of sculpt brush during radial control operator
Notes:
* So far, only size mode ported and tested, still strength and rotation to do
* Brought this back for sculptmode first, still to do are particle edit, vpaint, wpaint, texpaint, and I guess image paint?
* Changed the wm paint cursor slightly, to take a customdata pointer.
* Still need to bring back brush texture display in the cursor
Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
Python operator api was using WM_operator_name_call() which was confusing things too much.
Added WM_operator_call_py() which ended up being a very small function and split out operator creation into wm_operator_create()
Python operator now runs the poll() function and raises an error if it fails.
Eventually there should be error messages for poll that python can use to give the exact reason for failing (eg - library linked data, no active object...)
* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
particular TOG and ROW are now supported instead of flipping
bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
only supports Operator and RNA buttons at the moment, will be
used in next commit. Not sure how this will evolve .. makes
menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
Operators and RNA properties, and display their buttons grayed
out in that case.
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
- Lasso select back (CTRL+LMB), object centers only,
and for editmesh. See template in wm_operators.c
- Circle select for editmode back. Currently it still
uses Ckey, and is only a temporary mode, not persistant.
Persistant circle select can be added later with
tweak gesture keymap? We'll see. :) The old circle
select was actually annoying that it was so sticky.
* errors in python called operators are raised as errors
* Python defined operators errors are reported as errors (not full traceback yet)
* added BKE_reports_string, same as BKE_reports_print but it returns a string rather then printing it.
* WM_operator_name_call optionally takes an initialized report struct
* Object has some more properties wrapped, mostly game related.
* Scene frame changes now send a notifier.
* Added functions to create/free operator properties for calling
operators. This also simplifies some duplicated code that did
this. Ideally though this kind of thing should use the properties
pointer provided by buttons and keymap items. Example code:
PointerRNA ptr;
WM_operator_properties_create(&ptr, "SOME_OT_name");
RNA_int_set(&ptr, "value", 42);
WM_operator_name_call(C, "SOME_OT_name", WM_OP_EXEC_DEFAULT, &ptr);
WM_operator_properties_free(&ptr);
- Put back vertex/edge/face select
- Mode menu allows going in/out editmode
- Tested some tweak event stuff in WM, made tweak event follow
user preset for 'action' or 'select' mouse.
(Wanted to try this for transform, but better get advise from
Martin first :)
Editmesh code cleaned and compiling/linking. A whopping
20k lines back! :)
Not that it does stuff... editmode in/out has to be done,
and loads of operators. Also linking/exporting editmesh
calls has to be reviewed.
Also: added a blender_test_break() mechanism in BKE.
* Added a report list to operator, to which they can report errors and
warnings. When the operator ends, it will display them with a popup. For
python these should become exceptions when calling operators.
* Added a function to make a popup menu from a report list.
* Also added a utility function to prepend a string before the reports to
indicate what they relates to. Also made the report functions used
BLI_dynstr to simplify the code.
* Made file reading and writing report errors to the user again using this
system, also replacing the left over uncommented bad level error() calls.
Notifier system upgrade, based on Brecht's doc.
Implementation notes:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers#Implementation
In short: let's try to strictly communicate in a notifier what happened.
The listeners then can act themselves. It also means that a frame-changed
notifier doesn't send out redraws, the editors themselves can decide.
This means you can define an operator in python that is called from C or Python - like any other operator.
Python functions for invoke and exec can be registered with an operator name.
keywords are read from the python exec() function, then used to create operator properties. The default python values are used to set the property type and defaults.
def exec(size=2.0, text="blah"): ...
is equivalent to...
prop = RNA_def_property(ot->srna, "size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_default(prop, 2.0f);
prop = RNA_def_property(ot->srna, "size", PROP_STRING, PROP_NONE);
RNA_def_property_string_default(prop, "blah");
TODO -
* make use of events
* return OPERATOR_CANCELLED/OPERATOR_FINISHED.. etc
* add support for array args
* more testing
Timers: added extra 'event type' argument to call to add a timer:
WM_event_add_window_timer(win, event_type, interval)
This way other timer systems don't generate overhead on the queues.
(button timers were creating unused animation-playback operators)
* WM_operator_pystring to print the python func+args for an operator
* call WM_operator_print(op) in wm_operator_invoke(), simple echo mode should be moved later.
Further simplifying making operators with menus;
now you can add an 'invoke' callback:
WM_menu_invoke
which will automatically generate a menu with choices and assign
it to the property 'type'.
What also helps typing is the new RNA_enum_is_equal() function.
Here's a paste of the now committed 'clear parent'. Note the
undo push will become a flag too.
http://pasteall.org/3660
(Brecht; fixed small bug in RNA_enum_is_equal!)
To evaluate: solving dependencies for multipe scenes... probably
will make a more generic flush call.
Fix: popup menus were not freeing operators.
Made a new Popup menu call for this case:
uiPupmenuOperator(C, maxrow, op, propname, menustr);
It will set enum "propname" to the menu item and call operator,
register it optionally and free it. Use it in "invoke" calls.
Next: automatic menu generating for enum properties!
Better implementation of own window timers, not using ghost.
That makes blender's WM nice in control, and gives callers
of timers the opportunitie to evaluate time passed since
previous step. This system also only generates one timer
event per main loop (events - handlers - notifiers - draw)
Small fix: allow keymap modifier to give KM_ANY to ignore
modifier keys, this to have TIMER keymap work.
- Added default Circle 'gesture' operator callbacks.
As test, added in view3d window as Ckey, paint over object centers.
- Fixed notifier for gesture, to only cause redraws in own region.
"operator.ED_VIEW3D_OT_viewhome(center=1)" calls the operator, converting keyword args to properties.
Need a way to run scripts in the UI for useful testing.
Still need to deal with operator exceptions and verifying args against operator options.
Added temporary WM_operatortype_first() to allow python to return a list if available operators, can replace this with something better later (operator iterator?)
All of the view3d drawing code is now 'Context' free.
The idea is:
- ED_region_do_draw() sets and freezes drawing context
- regiontype draw() callback then can pass on other relevant
context stuff as function args.
Also cleaned up the WM opengl wrappers, to mimic opengl state;
no reason to give window pointer anymore.
Drawing code for space_view3d module.
It's still not cleaned, have to check on context usage still.
Also missing is editmodes, armatures, and probably more.
Known issue: splitting to 2nd window gives bad opengl lighting.
Picture for fun:
http://www.blender.org/bf/rt2.jpg
Current stat: brought back almost 10k lines! :)
Context API
This adds the context API as described here. The main practical change
now is that C is not longer directly accessible but has to be accessed
through accessor functions. This basically adds the implementation of
the API and adaption of existing code with some minor changes. The next
task of course is to actually use this design to cleanup of bad level
calls and global access, in blenkernel, blenloader.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Context
Error, Warning and Debug Info Reporting
This adds the error reporting API as described here. It should help
clean up error() calls in non-ui code, but eventually can become used
for gathering messages for a console window, and throwing exceptions
in python scripts when an error happens executing something.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Reports
* Added support for defining properties for operator buttons, with
uiButGetOperatorPtrRNA. Needed to cleanup a hack that was there
for operator properties in RNA, now a separate OperatorProperties
type is used for storing operator properties, instead of being part
of the Operator type itself.
* Allow selecting menu items with mouse release instead of press again.
* Fix some cases with hanging tooltips in the UI.
which context to run the operator: WM_OP_DEFAULT, WM_OP_REGION_WIN,
WM_OP_AREA or WM_OP_SCREEN. This also replaces WM_operator_call_rwin
since it is more general.
This is useful for buttons and popup menus to run operators, and also
used by a new function to lookup the keymap item for that operator in
the right context.
and event handling code still, how it integrates with operators and
handlers is not worked out yet. For testing, Ctrl+Q quit now shows
a confirmation popup using the following call:
okee_operator(C, "WM_OT_exit_blender", "Quit Blender");
Mouse cursors now work again
- centralized screen-level cursor changes, no more operator
running for it.
- spacetypes have callback to check/set individual cursor
types. Use notifier SCREEN_CHANGED to make sure it works
on mode changes etc.
- new calls WM_cursor_modal() and WM_cursor_restore() to
make temporarily cursor types during modes.
- used above for view2d cursors.
which will then be set when the operator is called, example:
kmi= WM_keymap_add_item(keymap, "ED_SCR_OT_region_split", SKEY, KM_PRESS, 0, 0);
RNA_enum_set(kmi->ptr, "dir", 'h');
kmi= WM_keymap_add_item(keymap, "ED_SCR_OT_region_split", SKEY, KM_PRESS, KM_SHIFT, 0);
RNA_enum_set(kmi->ptr, "dir", 'v');
There is a hack I had to do here, since properties are defined
as member of wmOperator, will try to fix later, committing now
so it can be used already.
funtion WM_keymap_add_item() now returns keymap-item, so you can use it
to set default properties for operators with WM_keymap_property_set().
Brecht will fill in this function, requires rna magic!
Example: an operator ED_OB_OT_add_primitive can be configured with
keymap like this:
WM_keymap_property_set(keymapitem, "Primitivetype", "Sphere");
Similar conventions we can use later for button/menu calls.
This will make creating operators easier, allowing a developer to group
tools functionality nicely.
TimeLine window pulldowns work sorta (for the options that were coded :)
Still trying to bring back code without recoding uiDefButs. In future these
will get directly operator stuff linked. For time being made a simple
operator call function, like:
WM_operator_call(C, "ED_MARKER_OT_add");
and for forcing operator to run in the main region-window:
WM_operator_call_rwin(C, "ED_MARKER_OT_add");
These calls also work for modal operators, like marker grab in this case.
Cleanup in area/region management
- more intelligence in area management for adding handlers and setting
data correct. Space/Region type callbacks only have to do own things.
- added option for adding default handlers to areas/regions. (flag in
type definition)
- ensured that region-types store the minsizes for regions.
- added boundbox check for handlers; note that it accepts pointer to
boundbox, because handlers don't get reset on area-resizing or
view changes. Example: view2d handlers use mask rect.
- handlers get now added on correct context levels (example frame change
also worked in header)
- removed ->refresh() callback. Context refreshing is Listener.
- the ->init() is being called on all WM level actions, also after a
file read, moving areas, re-opening areas etc.
- fixed bug: crash on exit was caused by cleaning up Screen too late.
- UI_view2d_size_update() removed from draw callback, is init()
- regions now store (winx, winy) subwindow size.
a special UI handler which makes the code clearer. This UI handler is attached
to the region along with other handlers, and also gets a callback when all
handlers for the region are removed to ensure things are properly cleaned up.
This should fix XXX's in the UI code related to events and context switching.
Most of the changes are in interface_handlers.c, which was renamed from
interface_ops.c, to convert operators to the UI handler. UI code notes:
* uiBeginBlock/uiEndBlock/uiFreeBlocks now takes a context argument, this is
required to properly cancel things like timers or tooltips when the region
gets removed.
* UI_add_region_handlers will add the region level UI handlers, to be used
when adding keymap handlers etc. This replaces the UI keymap.
* When the UI code starts a modal interaction (number sliding, text editing,
opening a menu, ..), it will add an UI handler at the window level which
will block events.
Windowmanager changes:
* Added an UI handler next to the existing keymap and operator modal handlers.
It has an event handling and remove callback, and like operator modal handlers
will remember the area and region if it is registered at the window level.
* Removed the MESSAGE event.
* Operator cancel and UI handler remove callbacks now get the
window/area/region restored in the context, like the operator modal and UI
handler event callbacks.
* Regions now receive MOUSEMOVE events for the mouse going outside of the
region. This was already happening for areas, but UI buttons are at the region
level so we need it there.
Issues:
* Tooltips and menus stay open when switching to another window, and button
highlight doesn't work without moving the mouse first when Blender starts up.
I tried using some events like Q_FIRSTTIME, WINTHAW, but those don't seem to
arrive..
* Timeline header buttons seem to be moving one pixel or so sometimes when
interacting with them.
* Seems not due to this commit, but UI and keymap handlers are leaking. It
seems that handlers are being added to regions in all screens, also in regions
of areas that are not visible, but these handlers are not removed. Probably
there should only be handlers in visible regions?
Part one of wrapping up area/region management.
Read design doc here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AreaManager
This commit:
- brings keymap storage to WM, based on names/types. This structure
allows rna-ifying it too, so you can browse keymaps etc.
- creating areas and regions works slightly different now, wich
regiontypes stored in areatype.
Todo:
- better callbacks and structure for defining which handlers need to
be added.
- using region types to validate regions
- proper implementation of local region data
- code method for customizing keymaps. Current idea is that you have
to indicate an entire keymap to be custom, to prevent too complicated
merging problems of default and custom maps (like order, multiple keys
for same operator, disabling options, etc).
- 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.