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.
* 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
* when tracking a crasher I did svn update to specific revisions, updating back and forth somehow made some of my changes disappear in bitheaven. Bringing back aspect once again (rest of todays commit will follow soon).
* API and usage is basically the same still.
* Panels were moved to region level. I first thought of keeping them at area
level, but having them at region level it's simpler to handle events and do
drawing, and also to integrate with view2d. They can still become area level
overlapping regions, if we make a floating (or docked) region that can
contain panels.
* Added back a few panels from the scene buttons for testing.
Issues still:
* The view2d handling and alignment refresh of panels is not correct yet in the
buttons window.
* I did not yet bring back the block handlers system. It was basically a system
that stored which panel was open and where the events for that panel would go.
Just a few functions, but not sure how it fits in 2.5.
* There was a case where dragging panels would not properly remove the window
level handler, but could not redo anymore even though I don't think I fixed
it.
* Some text in the panels goes past the end of the button, that is due to the
checkmark button drawing, not related to this commit.
Other UI code changes:
* Renamed interface.h to interface_intern.h for consistency.
* Fixed some issues with freeing of blocks when they changed due to context.
* uiDrawBlock now takes a context pointer (mostly for block drawextra).
Commit of WIP code (what code isn't wip, these days ;)
- only drawing code as basis to work further from (and have less conflicts between different systems I work on)
I did a very drastic cleanup for the different libgroups, there's now only a few left. It compiled with scons/msvc, will be testing in a bit on linux, too.
If you get any problems, please reply to this commit message on the taskforce ML.
Small area/space api fix: space->new() callbacks now require
Context pointer. Too many cases you want to initialize stuff...
Also: added dummy draw function for NLA channel region, was
too ugly.
Compile fix; MAXFLOAT is not defined uniformly on platforms.
Note for the coders:
ED_types.h: has editor wide defines and structs
ED_util.h: has editor wide functions
Both includes also are containing old cruft to get things
to compile (and work), for later cleanup.
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
Now, preset view configurations are only to be used if they define all (scrollers not included) relevant settings for the view they are set for. This should be less confusing than in the previous situation with V2D_COMMONVIEW_TIMELINE stuff.
One implication of this though, is that all Animation Editors (for example), will have to define their own version of the relatively commonly shared info. However, given the great diversity in the range of settings each have, this should not be too much of an issue.
Also, added a 'standard' view config for main 'window' regions. At this stage, it is recommended that this view config should be used only as a placeholder template on which a set of custom settings could be based. I've put it into use for the buttons window/scripts window/info window so far.
Improved the View2D API so that initialising View2D data in init() callbacks (called on new regions and also on resizing regions) for regions is easier.
Added a few preset view configurations for use when initialising new views. Views with the V2D_IS_INITIALISED flag set will not be reinitialised in the init() callbacks. Currently, some of these configurations will set/override all settings (like V2D_COMMONVIEW_LIST and V2D_COMMONVIEW_HEADER), while other ones serve a more supplimentary role (i.e. V2D_COMMONVIEW_TIMELINE only sets the x-axis settings, relying on the region to have already set the relevant y-axis settings).
The future of such supplimentary configurations is yet to be seen, as I'm currently not sure whether they will cause the code to become too confusing, as you'd have to keep track of which settings belong/are set where. So far, only a few areas have been ported to use this. Tomorrow I'll check on a few more.
As this commit touches a lot of files, hopefully there aren't any critical bugs I've missed here.
- depricated area "headbutofs" and "headbutlen", which is now fully
replaced with view2d handling.
- needed to add header default V2D_ALIGN_NO_NEG_Y, V2D_LOCKOFS_Y seems
to not do anything atm :)
- new: running blender in debug (blender -d) will print the current
handler and operator in use (not mousemove)
- Added file space (too) :) Andrea was first, this is more
complete.
- Suggestion from Joshua: move all standard header buttons to
1 function, makes it all easier, less code, and less area/space
stuff needs to be exposed.
* Scrollers now draw using nice rounded+shaded style everywhere
* When scrollers 'bubble' completely fills a scroller or is completely out of view, the view zooming using the handles is now only activated if the mouse is within a quarter of the total length of the scroller on either end of the scroller. Otherwise, pan is activated. This should make the scrollers more usable in anim editors.
* Fixed drawing of gridlines in TimeLine - needed to adjust ymin value of cur and tot rects to accomodate for the new mask/cur adjustments as old TimeLines didn't draw with 'real' scrollbars. Also, adjusted min/max values to fit these new tot/cur rect y-sizes.
* Tidying up vars and fixing errors in declaring new View2D types in preparation for simpler method of initialising views...