* Added a constraint tab in the buttons window.
* Added more sequencer buttons (effect strips).
Note: Sequencer buttons will go into the sequencer itself (n-key Panel) later.
* Particle button tweaks by William Reynish. Thanks!
* Some RNA fixes and new properties.
Several usablity tweaks:
- Search menu allows ScrollWheel to view items
- Tooltip on button on bottom of window showed wrong
- Tooltips were popping up while draggin (MMB) or scrolling
(wheel). Now they stay away.
- Stolen from Gimp (blame venomgfx for hint!): ScrollWheel allows
to go over menu items and use number buttons, only on mouse-over.
Note for devs: the WM_event_add_mousemove() call (to add a fake
event to bring UI back alive after view changes) now works much
more reliably. It ensures the mouse move is only handled after all
notifiers/redraws were done.
-Many things not yet working properly :)
-Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome.
-Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types.
-Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more.
-Boid physics buttons are still missing as I'm currently redoing the whole boids code.
-Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
This allows the sequencers Add-Image strip to work like it does in 2.4x.
- as well as setting the "filename" operator property, operators can have collections called "files" and "dirs" which are set when available.
- RNA_OperatorFileListElement as new collection type, its a bit redundant since each item only has a "name" property but its needed since we don't have a string array type.
- the file selector now prints operators it runs.
Tested with python, adding a list of images works to the sequencer works.
bpy.ops.SEQUENCER_OT_image_strip_add(name="MyImages", start_frame=54, channel=2, filename="/somedir/", replace_sel=True, files=[{"name":"test1.png"}, {"name":"test2.png"}])
Search menu:
- Made nicer drawing for popup version of search. It now uses
entire backdrop like pulldowns.
Search boxes for text buttons will use different style still;
if we use this option all over it shouldn't look too intrusive.
- Search menu allows scroll, to view all items. It doesn't cycle
anymore.
- Click outside search menu now cancels
- If a match is in search button, it highlights it. This also
allows ALT+CTRL+F - Enter to redo last op.
- Search popup draws higher when no no space below. No order
flipping!
- Support for python to convert a PyObject into a collection (uses a list of dicts - quite verbose :/)
- Operators can now take collection args when called from python.
- Support for printing operators that use collections (macro recording).
- Added RNA_pointer_as_string which prints all pointer prop values as a python dict.
Example that can run in the in test.py (F7 key)
bpy.ops.VIEW3D_OT_select_lasso(path=[{"loc":(0, 0), "time":0}, {"loc":(1000, 0), "time":0}, {"loc":(1000, 1000), "time":0}], type='SELECT')
for some reason lasso locations always print as 0,0. Need to look into why this is.
Bugfix: Icons were drawing on wrong subpixel positions, distorting
badly. Now it's crispy and tasty!
Noticed there's a magnifier icon already, using it for the search
option.
* First step for buttons context browsing, read-only still.
* Drawn in a panel now, though this should become a separate region.
* Path of the context is constructed as an array of RNA pointers and
then used for drawing and context lookups from python.
* Added a MaterialSlot collection in Object rather than giving
the list of materials immediately. This should more correctly
reflect how this data is organized, even though there is no
equivalent C struct.
* Added name properties to MaterialSlot/TextureSlot/ParticleSystem.
Further work on new "text search" button.
- Now allows to browse items (mouse, arrow key)
- Assigns active value
- Uses different backdrop to distinguish from popup menus
- Cleaned API for it, so it can be used nicely generic
Also added a search menu, which shows all currently working
operators: CTRL+ALT+F. (mind the looks, it needs some tweaks!)
To make a menu activating a button I've added a new event...
could use some tweaks.
Important note: the callback to pass on "old string" for text
button (bone rename) couldn't work yet, added first code for new
callback, but has to be worked on further. When bone rename gets
added it can be tested.
* Make modifier and constraint templates use left/right alignment for
buttons in the header.
* Added mdef bind operator as an example of how to use local context
for a modifier, and add some code I forgot to commit last time to
make this system actually work.
* Fix crash adding rigid body constraint.
* Give new nodetrees NT in ID name to make them recognizned by RNA,
even if the nodetrees aren't actual ID datablock.
* Fix an issue where the pointer types wasn't always refine
to the most specific type, now RNA_pointer_create also
does this for convenience.
* Make lamp fallof type editable.
Part one of new text button type: SEARCH_MENU
This opens a popup showing all matches for a typed string, nice
for object names, materials, operators, and so on.
Warning: Currently menu doesn't function yet! Only draws choices.
As test I've added an operator search button in top bar. It only
shows operators that can be used in this context now. Also that
is part of the WIP, tomorrow more fun :)
- Fix: text draw in fonts was slightly too low; it didn't calculate offset
correctly. Now it is aligned to have number characters in center.
- Fix: text clip was too wide, giving errors on extreme zoom in.
- Added boundbox-clipped default text drawing for view2d:
void UI_view2d_text_cache_rectf(View2D *v2d, rctf *rect, char *str)
(Note; also for previous commit, this cache immediately projects, so if
you change view2d while drawing, text is still on correct positions)
Added support for cached text drawing in View2D. Cache is needed to
prevent the viewmatrix being set/restored on each text drawing.
Adding a string:
void UI_view2d_text_cache_add(View2D *v2d, float x, float y, char *str)
Drawing:
void UI_view2d_text_cache_draw(ARegion *ar)
Nothing else needed; just make sure cache-draw is always called at end
of a view2d drawing function, to clear cache memory.
On todo for next: a version with a rectf boundary to clip text within.
Fix for Spin & Screw Mesh edit operators.
- now center and axis are RNA properties for operator
- axis is drawn as Normal button in properties buttons. Fun toy!
Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
Added new widget type in drawing and themes: "Box Backdrop", which is
in use by modifiers. Allows alpha blend, shade, etc.
It was using the general button theme for standard buttons still, to
indicate this change I made it a bit darker. Matt/Bill are invited to
tweak this default color :)