* Fix missing update when browsing to different text.
* Fix wrong spacing in font size 15 drawing in the text editor.
* Fix numbers not updating in color picker buttons.
Image Window
* Unpack operator now works.
* Some small layout code tweaks.
Info Window Header
* Moved to python UI code.
* template_running_jobs, template_operator_search added.
* Ported external data operators: pack/unpack all, make
paths relative/absolute, find/report missing files.
Also
* Report RPT_INFO too, not only warnings and errors.
* Run UI handle functions after RNA and Operators.
* Rename particle system add/remove operators, to not
include "slot", that's only there for materials because
that's what they are called now in RNA.
Search Menu: added feature that on opening, it shows the
current ID block, and selects it. Same can be used for other
searches, just pass on pointer to active item for the search
callback.
Also fixed arrow triangle draw for search.
* Search popup + autocomplete for bones, vertex groups, etc. This
is done with layout.item_pointerR, specifying an RNA collection to
take the items from. Used by constraints and modifiers.
* Some tests with the List template, ignore those for now..
* Added SCROLL button type, use like a NUMSLI basically, with
a1 used to define the scroller size.
* Add scroll and toggle colors to the Theme (toggle was set to
draw like radio in a recent commit, but it's the intention
these look different).
* Added rudimentary list template, used for object material
slots, this is WIP though.
* In popup menu, split text with line breaks over multiple
lines, makes python errors display slightly nicer.
Medium sized Color Picker; consisting of number sliders, row buttons to
select rgb/hsv/hex, HS circle and V slider. It opens persistant, like
old picker.
This one opens default, other two can be accessed with ALT or SHIFT click.
On todo;
- eyedropper tool back
- method for click-drag to make mini picker appear
Note for UI coders (brecht :), added a UI_HIDDEN flag in buttons, to
support switching buttons in menus. Hidden buttons are not activated nor
drawn.
Send the full python stack trace to the reporting api,
added BPY_exception_buffer which temporarily overrides sys.stdout and sys.stderr to get the output (uses the io module in py3 StringIO in py2 to avoid writing into a real file), pity the Py/C api has no function to do this.
fix for crash when showing menu's that have no items.
Quick Color picker alternative!
- only a color circle + value slider
- exits immediate after use, or slight mouse move outside picker
- use scrollwheel to change HSV 'value'. Also works while picking.
- added nicer AA'ed cursor in picker
- All color swatches change 'value' on ALT+Wheel mouse-over
Old picker is still there, under SHIFT+click on swatch. Needs
evaluation... part of UI keymap? Per button type? Or divide
picker in left/right? Or just have all those old picker buttons
in another panel... I'm not to fond of this giant old popup.
Added search-browse to the Python ID template. Also added icon/button
for 'Add new'. (Note, we need icon for it).
Also fixed bug in search menu closing too quick on mouse-release, when
mouse was close to bottom of menu button.
And removed annoying warning if ID pointer was zero.
First version of search-based ID browsing. Now only in use for the
top bar screen/scene browse. The python buttons will follow.
Also made search button colors match the theme colors from menu back.
Todos for browse-search:
- "Add new" will disappear, and become a separate icon button in the
row of widgets (like X, delete).
- Drawing the preview icons in menu
- Make search menu dynamic, with configurable number of items? And/or
multi-collumn... for now it's static
- Search menu should popup with last active ID visible and selected
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.
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!
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.
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 :)
* Added some properties of uiLayout that can be set. I've added
some API code for more than the two I've implementeds, so
ignore those for now.
* layout.active = False will gray out buttons inside a layout.
* layout.enabled = False will gray out and completely disable
the buttons inside a layout.
* Also some function renames.
This includes a bunch of new object primitive icons
which would be great to get into the 'add object' menus,
they're not there yet. The specific lamp data type icons
are now used in the outliner though, which is very helpful.
- Added new popup menu type, which can be used to pass on a
running operator too. Needed it for debug menu, allowing to
set variables outside of operator "first do then tweak" system. :)
void uiPupBlockOperator()
Don't forget to tell invoke() return that operator now runs modal!
- Test menu: alt+ctrl+d gives the G.rt debug value.
Values of 0-16 now can be used to shrink areas, stuff like this
then happens (rt==4):
http://download.blender.org/institute/rt5.jpg
Was looking at ways to visually distinguish areas and regions
better. Yes I know, cute rounded corners, etc. Just testing!
* template_modifier creates the modifier box, and returns a layout
to put the buttons in.
* Only the armature modifier is now done with python code, all other
modifiers use C code. To convert a modifier to python, remove the
corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
especially to make pointers editable. Mostly that is a matter of
defining an own _set callback and put some of the modifier C code
into it.
* Still various buttons that don't work, like for hooks or mesh
deform binding.
* Fix for crashing decimate modifier (still disabled).
* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
- Made Normal (Sphere) button draw with nice AA
(check in node editor)
- Bugfix in alignment code, collumns were not drawing OK
- Picker buttons draw swatches again, and made them work.
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
* Made separator item work horizontal & vertical.
* Add colon (:) automatic for int/float/enum/string.
* Added space variables to uiStyle and use them in the
layout engine.
* Added initial World buttons by Thomas Dinges, thanks!
* Added some code for modifiers in the Object Data context.
This will become a template though.
* Use a common poll() callback in the scripts to reduce code.
* Headers and menus can now be created in python.
* Replaced the uiMenuItem functions to create menus with equivalent
uiItem functions using a layout, removing duplicated code.
* More uiItem functions are now exposed to python.
* The text editor header, panels and one of its menus are now created
in space_text.py.
* Buttons window data context icon new changes depending on active
object.
Issues
* Icons are not wrapped yet, hardcoded ints at the moment.
* The ID browse template is unfinished.
Fixes:
- HSV picker didn't work. Old option "No Hilite" for buttons made it not
being checked for input anymore. Needs to be on attention list!
- Node editor wasn't drawing buttons correctly. Two things to keep track
off:
- Use wmLoadIdentity(), not glLoadIdentity()
- I've added a wmPushMatrix() and wmPopMatrix() version for correct
wm-compatible push/pop. Only one level for now.
The Python API to define Panels and Operators is based on subclassing,
this makes that system more generic, and based on RNA. Hopefully that
will make it easy to make various parts of Blender more extensible.
* The system simply uses RNA properties and functions and marks them
with REGISTER to make them part of the type registration process.
Additionally, the struct must provide a register/unregister callback
to create/free the PanelType or similar.
* From the python side there were some small changes, mainly that
registration now goes trough bpy.types.register instead of
bpy.ui.addPanel.
* Only Panels have been wrapped this way now. Check rna_ui.c to see
how this code works. There's still some rough edges and possibilities
to make it cleaner, though it works without any manual python code.
* Started some docs here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/RNATypeRegistration
* Also changed some RNA_property and RNA_struct functions to not
require a PointerRNA anymore, where they were not required (which
is actually the cause of most changed files).
More cleanup!
- removed old UI font completely, including from uiBeginBlock
- emboss hints for uiBlock only have three types now;
Regular, Pulldown, or "Nothing" (only icon/text)
- removed old font path from Userdef
- removed all old button theme hinting
- removed old "auto block" to merge buttons in groups
(was only in use for radiosity buttons)
And went over all warnings. One hooray for make giving clean output :)
Well, we need uniform definitions for warnings, so people at least fix
them... here's the real bad bugs I found:
- in mesh code, a call to editmesh mixed *em and *me
- in armature, ED_util.h was not included, so no warnings for wrong call
to ED_undo_push()
- The extern Py api .h was not included in the bpy_interface.c, showing
a several calls using different args.
Further just added the missing includes, and removed unused vars.
Grand cleanup:
- removal of FTF and ftfont dir
- removal of text.c which wrapped it
- wrapped old text drawing code temporarily, need to decide how 'style'
will behave per editor when you draw strings outside interface code....
wouldn't be very useful to set fonts locally all over?
More font style work;
- hooked up almost all ui buttons code to new font
system, including text clipping
- panel headers scale now too to smaller fonts
- added further style hints, for shadow/emboss. Is all going to
be in UI designer control!
- for fun; changed layout engine to spread vertical buttons in
window width
Next: removal of all usage of old font system, using 'styles'.
Will also move font blurring to blenfont module.
Next part of UI drawing migration coding.
Now all calls go via the new wrapper; apart from some special types
(Colorband, HSV picking, Curve, Normal) they draw OK.
Also added new menu system, nicer shadow, and using same AA code.
Used dark theme suggestion from William btw. Don't get afraid, it'll all
be tweakable. :)
Next steps:
- move over all special button types
- make external calls for AA draw (nodes for example)
- remove old draw code
- make new colors save in theme
I also have to check on how to treat icons in buttons; this is a bit
cumbersome in cases.
Then the layout system comes back on agenda, will go over this with
Brecht tomorrow.
So; all WIP, be patient!
* Added support for soft/hard range in the buttons code. Currently
it works by only allowing to drag or click increment in the soft
range, but typing a number value allows to go outside it.
If the number is outside the soft range, the range will be extended,
rounded to values like:
.., 0.1, 0.2, 0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0, ..
* Screen level regions created for menus are now a separate
CTX_wm_menu in the context, so they don't interfere with
existing regions.
* Fix context in popup menus to always come from the area
and region the popup was opened from.
* Removed some unused context stuff: tasks and reports.
The places that were using context reports were using it
wrong anyway.
* Fix F6 closing immediately after editing a button, by
making uiBlockSetFlag not clear existing flags anymore.
* Don't use ":" in boolean X/Y/Z buttons.
A few UI goodies from on the plane:
- fixed the sliders for non-rounded themes
- Made properties with rna subtype of 'percentage' automatically display a '%'
character *after* the numerical value, where it belongs. It would also be really great
to add a ° - degree symbol after angle and perhaps rotation subtypes. This works
fine with international fonts but not with oldskool bitmap fonts (not part of ascii). I
wonder if there's a way to get around this?
- Added nice embossing effects on buttons, labels and pulldowns (there you go, brecht :)
- and cooler looking tooltips
And did some work on the file browser. Andrea, I hope this is ok, let me know if
there are problems and I can work on fixing it up :)
- added some new icons for file types, that are now shown in list view.
icon designers, please feel free to update and make nicer ones!
- tweaked the default colour theme and did some graphical fiddling to make the
various views look nicer
- rearranged the buttons on the header and swapped the 'P' button for an up arrow
button, this needs a nicer icon too.
- added outliner style alternating bands to the list view to see info grouping better.
This has a small prob in columns view though, can fix that.
them nicely repeatable, and splitting up the big edit_text
operator into individual operator so it's all nicely scriptable,
documented, configurable, etc..
* Insert Text, Line Break, Insert Lorem
* Toggle Case, Set Case, Toggle Style, Set Style, Set Material
* Copy Text, Cut Text, Paste Text, Paste File, Paste Buffer
* Move, Move Select, Delete
* Change Spacing, Change Character
Notes
* Text (datablock) to Object doesn't work yet, will need to
implement text editor context for that.
* Some shortcut keys don't work because screen/wm overrides them,
ctrl+x, ctrl+left/right. That override goes top down which works
well for some cases, but here we need to override in the other
direction.
* There's no unicode support in RNA, or the user interface code
for that matter, but text strings can contain these characters.
At the moment it stores a UTF-8 string in char arrays, which is
supposed to be nicely compatible with ascii. Seems reasonable to
add support for UTF-8 in the interface code, python bindings, ..
eventually?
missing parts and are work in progress.
Set 3D Cursor
Set Tile
Sample Color
New
Open
Replace
Reload
Save (As)
Save Sequence
Pack
Unpack
Record Composite
The file select operators have context issues still. They need
to get the image space in the context on exec() but it's not
there currently, not sure how to solve that yet.
Also added name parameter to uiMenuItemEnumO, and fixed "mute"
argument in ED_update_for_newframe calls in fluidsim bake.
still is mirror transform. This commits adds the remaining operators:
* UV mapping operators (U key menu): cube, sphere, cylinder, etc.
* Hide/Show operators.
And solves most XXX's, including:
* Fix bad includes and calls into space image.
* Aspect ratio correction.
* Create UVs if they don't exist yet on unwrap.
* Assign image to UVs.
* Drawing proportional edit circle.
Added CTRL+W save Blender file.
It's the first user of the uiPupMenuSaveOver() function,
which I've recoded to accept an operator pointer.
This is required because the operator property 'filename'
has to be set to work. Other 'save over' users will
require running operators too I guess.
F6 menu "redo last operation" now works, mostly :)
Try it in editmode on add-UV-Sphere, or Subdivide, those work
fine. Transform ops have some feedback issues or so.
This is a temporary commit; brecht will take this further with
nice code (event system doesn't make menus as active region
but sets the original context instead, as stored in ui handler.)
* Changed uiPupMenuOperator usage to uiPupMenuBegin/End (simpler,
no need to build a string). Also made transform orientation and
subdiv type enums instead of ints for this.
* Added an icon argument to many of the uiMenu calls, and added a
uiMenuItemIntO.
* Move auto rna button creation out of outliner code, now is
uiDefAutoButR for individual buttons and uiDefAutoButsRNA for a
whole block.
* Implemented uiPupBlock(O). Pressing F6 gives a menu with the
properties of the last operator to test. I tried to make a redo
last operator out of this but couldn't get the context correct
for the operator to repeat in. Further the popup block also has
some issues getting closed while editing buttons.
* Fix uiAfterFunc memory leak on Ctrl+Q quit.
* Fix handling of RNA number button dragging and sliding for RNA
buttons with range -inf/inf.
- removed undefined operators from view3d menu, the error prints
("undefined operator") is currently a real error; later on when
operators are more dynamically defined it can be feature.
- made uiMenuContext() work locally, only on the items as defined
after this call.