Commit Graph

336 Commits

Author SHA1 Message Date
3b6218405b 2.5
Some small fixes:

- handler operator exec gave too quick a warning for invalid area
  (set area context to NULL is OK :)
- 4-split 3D view with clip option didn't reset clip when 4-split
  was disabled
- creating a new 3d view didn't initialize buttons region correct.
2009-02-16 15:08:06 +00:00
66d3dcf150 2.5
Anim playback now uses "Sync" option, skipping frames to match
real time (as set by the frames/sec button).

This is a quicky for tests with audio. Note that the real time
in seconds to update sound to in ED_update_for_newframe() would be:

(scene->r.cfra / FPS) + screen->animtimer->duration

Also this can have a slight inaccuracy, the time between the timer
handler and the ED_update_for_newframe() notifier is not known,
but in general nearly zero. A better implementation is possible, but
thats for later. :)
2009-02-15 13:09:19 +00:00
aba3c36e33 2.5
Test: making screencast movies inside Blender!
Hotkey: CTRL+F3. Stop with ESC

Keep in mind it's unfinished :)

Just nice to see how simple cleaner code with the new event 
system and job manager can be put to work!

- it uses currently output directory and image/movie 
  settings from scene. No buttons for this yet.
- Framerate is hardcoded 10 fps
- Thread job takes care of open/write/close movie
  or save image files.
- For speed it uses glReadPixels from backbuffer. Have
  to consult Brecht for nifty triple buffer trick.
- On file reads it stops now.
2009-02-14 18:31:19 +00:00
7dce015c90 2.5
Making screenshots back. CTRL+F3 does full window now.
Filewindow doesn't show image type, nor does single-area
work now. Need this commit for test in render crashes... :)
2009-02-14 16:43:02 +00:00
05cdff9bf1 2.5
FileWindow:

It appeared all load/save went via 1 call, so the 'OK save over' menu
popped up on loading files too.
Added check in the function for saving... bit weak, could become an
argument for ED_fileselect.

Also renamed file operators to conform to others.
2009-02-14 14:25:48 +00:00
763a98f4c0 2.5: Most curve/surface editmode operators back:
* Hide, Reveal
* Separate, Duplicate, Delete
* Set Weight, Set Radius, Set Spline Type, Set Handle Type, Set Smooth
* Tilt, Clear Tilt
* Smooth, Smooth Radius
* De(select) First, De(select) Last, De(select) All, Select Inverse,
  Select Linked, Select Control Point Row, Select Next, Select Previous,
  Select More, Select Less, Select Random, Select Every Nth
* Switch Direction, Subdivide, Make Segment, Spin, Extrude, Toggle Cyclic
* Specials Menu

Not working correct yet:

* Add Vertex (ctrl click)
* Add Menu
2009-02-12 22:12:21 +00:00
b8e6e01cfd 2.5: Curve edit mode. Transform works again, and editcurve.c is
partly operatorized though nothing hooked up yet.
2009-02-11 23:02:21 +00:00
9b76b5e103 2.5
Bugfix: Node operators were called in empty node editor, causing
NULL reading. Prevented it from happening with more strict poll()
2009-02-10 15:51:33 +00:00
f33309b028 2.5
- Added depsgraph tag for object-change in AnimData, so the
  new animsys doesn't have to all objects anymore. 
  (Still WIP, depsgraph has to do this much better)

- Bugfix in notifiers; only 1 notifier was handled for
  frame updates

Result: 2 windows, displaying 2 scenes, now can be edited
independently, and play independent. Not when they share
data, of course. :)
2009-02-09 15:50:09 +00:00
5e0c553b15 Armature Editing: Subdivide Operators
* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet.

* Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode.

* Fixed an old comment in transform code, and a few warnings in editarmature.c
2009-02-09 01:27:44 +00:00
8c5c7ebb0b 2.5
Scene browse button now works.
Note that animsys currently executes animation for the entire
database, so multiple scenes in multiple windows don't work yet.

Various fixes:

- crash on invoking filewindow when mouse outside (active) window
- removed obsolete error prints (set screen error, copy data error)
- displist fix for loading files with curve/nurbs, the select-outline
  then didnt draw immediately.
- outliner allows scene activating
2009-02-08 12:16:35 +00:00
2f0f8c8bae 2.5
- Screen browse button back

- Several fixes in using screens in more windows.
  Still has loose ends, but things are definitely more stable!
2009-02-07 19:37:29 +00:00
f78aa0ab65 2.5
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.)
2009-02-07 16:43:55 +00:00
591ab657d6 2.5: UV Editor, more operators.
Border Select
Circle Select
Pin
Select Pinned
Unwrap
Minimize Stretch
Pack Islands
Average Islands Scale
Snap Cursor
Snap Selection
2009-02-07 01:27:46 +00:00
e1b92bc166 2.5
Safe method to move render results to the displayed image.

It now allocates a single image for display, and on each
refresh callback from render, it copies the refreshed 
section over to this image, in 32 bits. While rendering
that image then only shows progress updates, as usual.
This also now works for scenes in composte and results
for composite.

This should solve reported crashes for MBlur or SSS.
2009-02-05 19:28:28 +00:00
66f90c47d4 * Added range function for Multires's level RNA
* Removed RNA for old multires in Mesh, the old mesh->mr struct should never be used (except for loading old files)
* Dealt with sculpt + render (just needed to force multires update)
* sculpt memory leaks fixed
* Entering editmode now always exits paint modes (previously, only happened if editmode was called from the header button)
2009-02-05 01:12:47 +00:00
1b27cd70e5 2.5
Render back! And not only back, even full threaded now. :)
Current state is unfinished, but too much fun to not to
commit for review and test!

WARNING: because render is in a threaded job, it will
use data as can be edited in the UI. That'll crash in many
cases of course... the idea is to limit UI usage to viewing
stuff, especially for the Image Window to inspect layers
or zoom in/out.

What works now;
- F12 render (no anim)
- ESC from render
- ESC pushes back temporary Image Window
- Render to ImageWindow or full-screen.
- Executing composites, and edit composites after render.

Note that the UI is 100% responsive in a render, you can 
switch screens, slide area dividers around, or even load
a new file during render. :) It's quite stable even.

I'll collect all crash reports especially to get a good 
picture of where the protection is required at least.

Also added: XKey "Delete Objects", to get things crash...
unfortunately it didn't for me.
2009-02-04 17:40:50 +00:00
df7e766032 UI
* 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.
2009-02-04 11:52:16 +00:00
a00aa16d7e 2.5
Hrmf, I try to make a local operator-only commit possible, but I
keep finding other small todos :)

- added two more standard poll callbacks for pose and armature
- fixed operator naming in editmesh_mods.c
2009-02-01 18:07:02 +00:00
00e2d763ff 2.5
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.
2009-02-01 12:00:00 +00:00
51ded6696a 2.5
Big commit, but mainly adminstration.

- Enabled ot->flag OPTYPE_UNDO to work.
- Removed all redundant ED_undo_pushes, but I'd
  recommend everyone to check it while testing. :)
- Added view manipulations as OPTYPE_REGISTER,
  although this will flood the redo stack a bit...
  Nevertheless; for a "redo last action" panel we
  can simply check if both flags are set for redo.

- Bugfix in editmode undo: selectmode was cleared,
  so you couldn't select after undo
- Bugfix in mixing tweaks and keymaps... solution
  works but is weak, need to think over a while.
2009-01-31 19:40:40 +00:00
8036342ea8 2.5: UI & Menus
* Cleaned up UI_interface.h a bit, and added some comments to
  organize things a bit and indicate what should be used when.

* uiMenu* functions can now be used to create menus for headers
  too, this is done with a uiDefMenuBut, which takes a pointer
  to a uiMenuCreateFunc, that will then call uiMenu* functions.

* Renamed uiMenuBegin/End to uiPupMenuBegin/End, as these are
  specific to making popup menus. Will convert the other
  conformation popup menu functions to use this too so we can
  remove some code.

* Extended uiMenu functions, now there is is also:
  BooleanO, FloatO, BooleanR, EnumR, LevelEnumR, Separator.

* Converted image window headers to use uiMenu functions, simplifies
  menu code further here. Did not remove the uiDefMenu functions as
  they are used in sequencer/view3d in some places now (will fix).

* Also tried to simplify and fix bounds computation a bit better
  for popup menus. It tried to find out in advance what the size
  of the menu was but this is difficult with keymap strings in
  there, now uiPopupBoundsBlock can figure this out afterwards and
  ensure the popup is within the window bounds. Will convert some
  other functions to use this too.
2009-01-30 12:18:08 +00:00
4e232753c0 2.5
Some drawing tweaks for animsys:

- added notifier ND_KEYS type, to send proper notes around.
  now insert-key redraws fcurve/action view
- made slider-draggers disappear when view is total or bigger.

Also experimented with making sliders go away entirely, but
this conflicts too much with current code for channel lists.

Ali: I think you have to make call that calculates the 'tot'
for channels, and run this in region listener, including the
totRect update for view2d.

The 'minsize' for channels also fails when there's a slider,
it always doesn't fit then :)
2009-01-28 18:26:47 +00:00
3c088f3434 2.5
Simple toolbox-style menu system. Brecht will review it
though, and/or check on way to use it for menus.
I tried to avoid uiBlock and rna stuff all over. :)

Quick image test:
http://www.blender.org/bf/rt.jpg

Examples you can read in:
- editors/screen/screen_ops.c:testing123() (press F5)
- editors/object/object_edit.c:object_add_primitive_invoke()
  (press SHIFT+A)

Concept is simple:

uiMenuBegin(): returns a handle.
uiMenuEnd(): puts it all to work.

In between you can add items like:

uiMenuItemVal(): a name, icon, retval (use uiMenuFunc()) 
uiMenuItemO(): an operator + icon
uiMenuItemEnumO(): an operator, property name, value

Sublevels go easy too:

uiMenuLevel(): creates item for sublevel, with function pointer.
     Inside that function you can use all menu calls again.
     Levels can go as deep you want.

uiMenuLevelEnumO(): creates operator sublevel for an enum
2009-01-25 20:22:05 +00:00
66437a62a7 2.5
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
2009-01-23 14:43:25 +00:00
bd9e896e96 2.5
View3D four-split: added box-clip for the three ortho
windows. Is all on by default, waiting for headers and
buttons to come back.

Also: hotkey for foursplit now also removes it (toggle)

Also: window_to_3d() function only did delta's, 
renamed it to window_to_3d_delta  and coded a 
real window_to_3d()
2009-01-20 18:31:11 +00:00
81763d8cf0 2.5
Couldn't leave to finish this; four-split 3d view now
syncs the ortho views to a box-view. Brings back good
old Amiga Sculpt4D feeling! :) What's not done is to
use the box to clip away invisible stuff.

Note that it still allows to switch top-bottom, 
left-right or front-back. The 4th window is entirely
free.

Test: use shift+alt+ctrl+S. In due time will all go
the headermenu, configurable, of course.
2009-01-20 14:23:32 +00:00
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
c1cf33c8aa RNA
* Added more compact property definitions, with a single function.
  Only used by operators at the moment, would need to tweak regular
  expressions a bit more to use it also for other RNA definitions.

* The operator properties defined now were completed a bit more but
  still have many issues that need to be adressed, specifically;

  * Some properties that should be booleans or enums are defined as
    ints, note that ints are only for numeric values, not bitflags
	or multiple choice.
  * Soft/hard limits and default values of many properties are not
    well defined still,
  * Inconsistent naming, especially for example mouse locations or
    bounds are named differently in different places. Also mouse
	locations and other vector like properties should become a single
	vector property instead of multiple X/Y properties.
  * Almost no properties have descriptions, these would be good to
    have for docs and tooltips.

So, please verify that the properties of the operators you wrote are
well defined.
2009-01-16 23:53:11 +00:00
2784d5b995 2.5
- Finished adding primitives in Mesh editmode. 
  For test pleasure: hotkeys CTRL 0-9 add them.

More fun for testers: 
 
- F3: gives menu of all registered ops. You can use
  it too, it then execs it again, and makes it the
  last executed operator.
  
- F4: executes last registered operator without menu.
2009-01-15 18:28:40 +00:00
52135dd4fa 2.5: Space Image ported back
Organized as follows:

uvedit/
	uv editing related code
	uvedit_draw.c: drawing code
	uvedit_ops.c: operators, just a few done
	uvedit_unwrap_ops.c: will be operators for unwrapping
	uvedit_paramatrizer.c: lscm/abf/stretch/pack

space_image/
	space_image.c: registration and common getter/setters
	image_draw.c: drawing code, mostly functional
	image_panels.c: panels, all commented out
	image_render.c: render callbacks, non functional
	image_ops.c: operators, only view navigation done
	image_header.c: header, menus mostly done but missing buttons

Notes:
* Header menus consist only of Operator and RNA buttons, if they
  are not implemented they're displayed grayed out. Ideally the full
  header could work like this, but std_libbuttons looks problematic.

* Started using view2d code more than the old code, but for now it
  still does own view2d management due to some very specific
  requirements that the image window has. The drawing code however
  is more clear hopefully, it only uses view2d, and there is no
  switching between 'p' and 'f' view2d's anymore, it is always 'f'.

* In order to make uvedit operators more independent I move some
  image space settings to scene toolsettings, and the current image
  and its buffer is in the context. Especially sync selection and
  select mode belonged there anyway as this cannot work correct with
  different spaces having different settings anyway.

* Image paint is not back yet, did not want to put that together with
  uvedit because there's really no code sharing.. perhaps vertex paint,
  image paint and sculpt would be good to have in one module to share
  brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
af2304f3cb 2.5
********
- added clear location/rotation/scale/origin
	- each action is a seperate operator
	- Drawing is delayed as the tag_region_redraw does not seem to have an effect perhaps a transformation notifier is needed
	- for the view to update just do some transformation, like press G

 - changed the shortcut key for area rip to alt-ctrl-r so it dosn't conflict with clear rotation
2009-01-02 03:16:38 +00:00
a1961436f5 2.5
- Made scrollwheel behave uniform for zooming. It uses the UserDef
  to map what's in our out. Use keymap entries WHEELINMOUSE and
  WHEELOUTMOUSE to trigger this. Also removed the feature to store
  in event->val the direction, it was conflicting with KM_ANY.

- Added more default poll callbacks, use for generic ops things
  like ED_operator_object_active.
2009-01-01 14:57:04 +00:00
e9a3b4f85d 2.5
- Edit mode Mesh undo/redo back
  (undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.

This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.

The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.

The modes are not  re-implemented still... have to move this
to scene context.
2009-01-01 13:15:35 +00:00
471fc09479 2.5
My last one for 2008: global undo/redo back :)
Happy 2009 all!
2008-12-31 18:52:15 +00:00
750bb40de3 2.5 Outliner - Mouse Clicks work again
A typo in the outliner_active poll() callback meant that the events were being skipped.
2008-12-28 22:26:02 +00:00
f0f451fc16 2.5
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.
2008-12-27 16:09:56 +00:00
86886cbc55 2.5 - Action Editor
* Started porting back keyframe editing tools for the Action Editor/Dopesheet. Currently, only Snap (Shift-S) and Mirror (Shift-M) are functional.

* Added keyframe-editing API method for ensuring that all IPO-curves are left in a valid state after modifiying the values of their keyframes.

* Added operator-register flags for most of the operators. Only mouse-select doesn't have it for now (as there's not much useful info stored, and no exec callback).
2008-12-27 11:44:00 +00:00
da078552d4 2.5
- Added 3d cursor operator (no exec, waiting for vector property!)
- Added default editor callbacks, for the poll() function.

Example:

   ot->poll= ED_operator_view3d_active;

I'll add later more, per module, such as OBJECT_active, which
can be called without WM active
2008-12-26 19:07:31 +00:00
bf956bb475 2.5
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)
2008-12-26 13:29:47 +00:00
5006875f53 2.5
- fix Makefile for space_script
- renamed operators for modules i maintain. (stripped ED_)
2008-12-26 11:11:21 +00:00
9e38e6aeb0 2.5
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.
2008-12-22 12:57:53 +00:00
48a93c3ea6 2.5 - Bugfix for interactive slider in timeline not correctly updating view. Also, added note in playback code that it needs to use preview-range settings not global frame range (I'm leaving this as-is for now, since it's still likely to change). 2008-12-21 23:39:52 +00:00
f1e0cf36f8 2.5
Animated screen! (unfinished, now only draws, no animation code yet).
Fun though to see it all work. :)

NOTE: Mac ghost has timer bug, the GHOST_ProcessEvents() doesnt wake
up for timers.

NOTE2: Added while loop in wm_window_process_events() to force Ghost
giving all events to Blender. Timers otherwise don't accumulate...
might be needed to fix in ghost too.

I tend to think to code own timer, this ghost stuff is totally different
per platform.
2008-12-21 19:58:25 +00:00
df274a8b58 2.5 - Time operations to Animation Module
Moved time_ops.c contents to anim_ops.c, as the operators there are applicable to all other Animation Editors too. anim_ops.c will therefore contain all operators which will apply to all Animation Editors (i.e. change frame, frames/seconds display toggle, and soon Preview Range tools).

As such, added new global 'Animation' keymap like for View2D and Markers, which will ensure that these tools can be accessed in an uniform way across editors. 
Note that the order that these things are added is important, as the Animation ones will often 'steal' events from the View2D and Markers ones if placed before the others. To prevent that, we'd need to be able to set boundboxes here...
2008-12-21 08:02:24 +00:00
93cc4629e3 2.5: fix for crashes due to access to free'd memory in joining areas,
ripping areas and duplicating windows.
2008-12-18 19:41:36 +00:00
ecc4e55b66 2.5
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
2008-12-18 02:56:48 +00:00
241dbe6e85 2.5: Fix crash moving area to fullscreen with tooltips. Happened
because C->window->screen and C->screen were different, now made
sure they are set at the same time.
2008-12-18 01:48:24 +00:00
7a5186c53f 2.5
Added operator for moving area to 'full screen'.
This is instable with tooltips on... fishy stuff then goes on,
which Brecht will first look at. :)
2008-12-17 19:40:19 +00:00